; Civilization II The test of Time
; Civilopedia Descriptions
; Fantasy Game
; Copyright (c) 1999 MicroProse Software/Hasbro Interactive
;

@ADVANCE_DESCRIPTIONS
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Amphibious Warfare will be the 55'th (remember,
; the list is zero based) description below beginning with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A  indicates no description, do not list or index.
;
@@ADVANCE_INDEX
0,			;Reidmar's Compact
1,			;Sagas
2,			;Sea Raids
3,			;Astrology
4,			;Weirding Call
5,			;Summon Sea Beast
6,			;The Guild
7,			;Bridge Building
8,			;Ironsmithy
9,			;Ritual Burial
10,			;Alchemy
11,			;Swine Array
12,			;King's Code
13,			;Feat of Arms
14,			;Magical Incantation
15,			;Commune
16,			;Clockworks
17,			;Dragon Study
18,			;Megalithic Tombs
19,			;The Hanse
20,			;Coinage
21,			;Greatlaw
22,			;Trading League
23,			;Thaumaturgy
24,			;Aether Control
25,			;Engineering
26,			;Nature Lore
27,			;Espionage
28,			;Eldritch Lore
29,			;Fealty
30,			;Witchcraft
31,			;Fanaticism
32,			;Arcane Arts
33,			;Transmogrification
34,			;General Uprisings
35,			;Heraldry
36,			;Horse Breeding
37,			;Mercantilism
38,			;Invention
39,			;Weaponry
40,			;Thunderbolt Spell
41,			;Moonstone
42,			;I Viking
43,			;Runes
44,			;Blackpowder
45,			;Bearing Plate
46,			;Celestial Navigation
47,			;Masonry
48,			;Fortified Ley Lines
49,			;Mathematics
50,			;Chivalry
51,			;Metalworking
52,			;World Exploration
53,			;Summon Ice Drake
54,			;Monarchy
55,			;Druid Lore
56,			;Wood Lore
57,			;Astrolabe
58,			;Thor's Fire
59,			;Magic Lore
60,			;Natural Philosophy
61,			;Metaphysics
62,			;Fairy Fabric
63,			;Sea Lore
64,			;Festivals
65,			;Dagda's Gift
66,			;Warp Spell
67,			;Transposition Spell
68,			;Soil Enhancement
69,			;Elemental Energy
70,			;Dragon's Teeth
71,			;Althing
72,			;Spell of Animation
73,			;Fireball Incantation
74,			;Architecture
75,			;Shipbuilding
76,			;Huginn and Muninn
77,			;Skidbladnir
78,			;Iron Foundry
79,			;Armor Plate
80,			;Rod of Shivers
81,			;Siegecraft
82,			;New Religion
83,			;The Niebelungenlied
84,			;Trade
85,			;Theurgy
86,			;Warcraft
87,			;Beast Dominion
88,			;Ideograms
89,			;Hang. fr Yggdrasil
90,			;Styg. city prereq1
91,			;Styg. city prereq2
92,			;Ragnarok
93,			;Mer. city prereq.
94,			;Gob. city prereq.
95,			;Ally with Dwarves
96,			;Dragon Lore
97,			;Dragon Language
98,			;Ally with Dragons
99,			;Ally w Frost Giants
-2,			; MUST BE HERE! TERMINATOR!

@@Reidmar's Compact

@@Sagas
In the hands of one possesed of True Faith, the blessed waters used in the holy rites are a potent tool--and a powerful weapon against the forces of darkness.  Hear the frighteners put to fright themselves!  The scrape of scales, the flutter of leathery wings, the scuttle of leprous vulpine paws as the hordes of midnight scatter in dread!

@@Sea Raids

@@Astrology

@@Weirding Call

@@Summon Sea Beast

@@The Guild

@@Bridge Building

@@Ironsmithy
Some examples of iron ornamentation date back to 4000 First Age, but the use of iron for tools, weapons, and other practical purposes did not become common until much later. Prior to this time, obsidian was the most widely used material for such purposes. Iron is more common than both copper and tin, the component metals of bronze, but iron is seldom found in a free state; it is most commonly found mixed with other minerals and elements. In order to be used, the iron must be separated from the ore. Once this technique was developed, and forges hot enough to melt the iron were developed, iron working became commonplace. Worked iron is harder, less brittle, and can hold a much sharper edge than bronze. Iron has remained an important metal for edged weapons throughout history.

@@Ritual Burial
Searching for an explanation of the apparently capricious world around them, the earliest sentient beings to inhabit Midgard developed the first concepts of religion. Gradually, rites of worship grew to include sacrifices, ceremonies, vigils, symbology, sacred items, and prayer. One significant step in the advance of worship was the ritual burial, often a ceremonial preparation of the deceased's body for the afterlife his or her culture anticipated. The remains of ritual burials offer some of the most detailed information about early beliefs of the different races.

@@Alchemy

@@Swine Array

@@King's Code

@@Feat of Arms

@@Magical Incantation

@@Commune
The very pinnacle of Civilization, Victorianism is the only really worthwhile way of life ever invented.  In the place of darkness, superstition and squalor, it offers cricket, croquet and a firm belief in knowing one's place.  Under its benign influence, England has conquered most of the world's nether, grotty regions, placing the gentle boot-heel of Servitude upon the savage neck of Barbarism.  Our legal system has grown to be the most complex and time consuming the world has ever seen!  Our work-week has grown longer, our idle hours shorter, our sporting rivalries more ferocious that at any point in our history.  And we owe it all to the wonders of Victorianism!

@@Clockworks

@@Dragon Study

@@Megalithic Tombs


@@The Hanse

@@Coinage

@@Greatlaw
As living conditions improve, the daily fight for survival becomes a less all-consuming preoccupation. All of the races, even the goblins and trolls, have begun to find more time for leisure over the last few centuries. Inevitably, their attention would be focussed on government and how it dispenses laws and justice. Parallelling the growth of trade and the corresponding need for protecting mercantile interests of a rising middle class, many governments have begun to embrace more democratic institutions. The needs of many individuals might now be considered instead of an elite few designated to guard the nation. The most democratic system of all has been called Greatlaw since it springs from the great common voice of the peoples. Greatlaw nations find that production in all areas increase dramatically but at a cost of less preparedness for battles and war.

@@Trading League

@@Thaumaturgy

@@Aether Control

@@Engineering

@@Nature Lore

@@Espionage

@@Eldritch Lore

@@Fealty

@@Witchcraft

@@Fanaticism
Dracula and his diabolical minions exist in a state of what Dr. Van Helsing calls "un-life" or "life-in-death" This hideous and unnatural mode of being gives them great powers, and certain odd limitations as well.  

@@Arcane Arts

@@Transmogrification

@@General Uprisings

@@Heraldry

@@Horse Breeding

@@Mercantilism
Steam is the most powerful force of nature, nigh-limitless in its might.  With the application of stean one can master the very secrets of the cosmos, conquer the planet of create whole new worlds of one's own design.  All these things and more we shortly expect to able to accomplish, through the Mighty Modality of steam.

@@Invention
Sportsmanship is the underlying basis of any truly civilized society.  Reverence for the rules of the game, no matter how complex, arbitrary or counter to all logic.  Worship of those who play the game well, whatever their flaws as human beings, these things serve as the essential values of any sane and healthy society.  To posess Sportsmanship is therefore to be British, in the best, greatest and most literal sense.

@@Weaponry

@@Thunderbolt Spell

@@Moonstone


@@I Viking

@@Runes

@@Blackpowder

@@Bearing Plate

@@Celestial Navigation

@@Masonry
The early dwellings of most of the races were built of materials that were readily available and easy to work with, such as bricks of clay, natural stone, coral, or fused stalagmites. As races gave up their nomadic ways and settled the first cities, they soon found that they had a need for more permanent and durable structures. The skill of masonry was developed to fill this need. The earliest stone structures consisted of little more than rocks which were stacked atop one another to form crude walls. Artisans soon began to square off the rocks, forming them into regular shapes and stacking them. These early examples of masonry used no mortar; the weight of the stacked stones provided overall strength and stability. Without the use of mortar and knowledge of architectural techniques, masonry was used primarily for simple structures such as fortifications. However, some examples of early masonry are quite spectacular, including the Stonehenge, which is still standing thousands of years after being built.

@@Fortified Ley Lines

@@Mathematics

@@Chivalry

@@Metalworking

@@World Exploration

@@Summon Ice Drake

@@Monarchy
A Monarchy is ruled by a single person, known as a monarch. The monarch's rule is less absolute than that of a despot, and he or she usually has the acceptance of at least the upper-class. Monarchy is an honorable, if foreign, way of life and probably adequate for the nations of the Continent.

@@Druid Lore

@@Wood Lore

@@Astrolabe
Celestial Navigation relies heavily on accurate measurements. Even the slightest error in calculating the altitude of a star can put a ship many miles off course. The posession of the Astrolabe pratically eliminates any chance for miscalculation. Seafaring races who acquire this revolutionary navigational instrument suddenly can conduct much longer sea journeys than they had ever attempted before. Larger ships able to withstand the rigors of these extended sea voyages then prove practicable to build.

@@Thor's Fire


@@Magic Lore

@@Natural Philosophy

@@Metaphysics

@@Fairy Fabric

@@Sea Lore

@@Festivals

@@Dagda's Gift

@@Warp Spell

@@Transposition Spell

@@Soil Enhancement

@@Elemental Energy

@@Dragon's Teeth

@@Althing
A Democracy is a crazed, anarchic state, prey to the worst sort of Socialist and nihilistic tendencies.  
Each unit beyond the first unit that is not in a friendly city (or in a Fortress within three squares of a friendly city) causes one citizen in its home city to become unhappy.  I mean really, is there no shame?!
Democracies experience a low rate of corruption and waste, which hardly makes up for the intrinsic nastiness of the form. The farther a city is from your capital, the higher its level of corruption.
In a Democracy, Tax/Luxury/Magic rates cannot be set higher than 80%, for reasons having to do with Inversion and moral laxitude.
Falling prey to the gaudy seductions of Democracy can give an astounding boost to your revenues, although you will probably be forced to shift some Trade to Luxuries in order to prevent unhappiness, so don't do it. Furthermore, it would be wrong.

@@Spell of Animation


@@Fireball Incantation

@@Architecture

@@Shipbuilding

@@Huginn and Muninn

@@Skidbladnir

@@Iron Foundry
"Why Lord Godalming, you seem to have mislaid your communion wafers. In the interest of fair play, I shall give you a moment to locate them before I rip your throat out and drink your fine hot English blood.  Still can't find them? Well, what a shame..."

@@Armor Plate
"Mr. Harker, have you dropped your crucifix?  It seems almost a shame to kill you now, without it.  I am begining to wonder if you are really worthy of being my enemy after all.  Give my regards to your sweet little wife. No, wait--don't bother.  I shall tender them myself."

@@Rod of Shivers
"My dear Doktor Professor Van Helsing, can you really have lost the phial of Holy Water?  But it was your only real defense against me! How do you expect to match wits with me now, you poor muddled old fellow?  I will feel as though I'm not being sporting when I kill you. You know, old men who can no longer hold their water shouldn't be out roaming around these hills by themselves.  All sorts of nasty things can happen to them."

@@Siegecraft

@@New Religion
Nameless Crimes! Diseased ideas and acts no healthy mind could even conceive of--at least without being driven into a frothing fit. For these are things too shocking to even think about.  Lucy thought about them, and look what became of the poor girl!

@@The Niebelungenlied
One of the most important standards by which any civilization can be judged.  The cleanliness of the space behind one's ears is a sure measure of the warmth of one's heart and the purity of one's soul.  Needless to say, really good and decent people bathe even more often than the rest of us.  A saintly person (or one worried about the condition of their soul) like Mina Harker will bathe as often as once a week without fail!

@@Trade
Nebulous netherworldly powers of naughtiness, nastiness, necromancy, neurosis and ad nauseum.  Dracula is the master of these dark and dubious dominions.  Umbrageous and unsavory, unwholesome and unclean, they clutch and tickle, chatter and glibber and Oh! It's all just too horrible to describe!

@@Theurgy
Once one's hermetic studies surpass a certain level, it all becomes rather abstract.  Still Professor Van Helsing assured us that it was a vital pursuit, so we will leave him to his dusty books and dry Masonic formulae. 

@@Warcraft
The very handmaiden of Vice--shame, shame! What a pity that we even had to raise the topic.

@@Beast Dominion
The very handmaiden of Wickedness--shame, shame!  What a pity that we even had to mention such a thing.

@@Ideograms
Truly shameful things-- the very reason why Evil ought to be avoided.  Still, it only goes to show one what comes of idleness and laxity.  Therefore, look not away, but gaze upon the thing in its full monstrosity, that you might be reminded of your own good fortune. Ugh!  Well, that was a bit of a mistake.

@@Hanging from Yggdrasil
Vile and unwholesome practices, unheard of in England, and almost extinct even in most Foreign countries. Truly dreadful and disreputable. The sort of thing that only a filthy beast like Count Dracula would get up to.  One doesn't really like to say more, the whole business has such an unsavory quality about it.  Certain texts the Romans left behind refer to these things, obliquely.  If for some reason one simply must understand the topic better, one ought to consult Longinus, or perhaps even Petronius.

@@Ragnarok
Ahem. Now this is something we don't like to talk about.  The details are all, rather... nasty.  Suffice it to say that this is a Bad Thing.  The sort of thing no Gentleman would sink to.  No matter what smirking sniggers we may hear from the Undergraduates in the back of the room.  It's all tied up with Horrid Ghastliness, you see.  And with the sorts of things that go on when... when certain types of people get together.  Not nice sorts of people, of course.  Not nice at all.  Best in fact to avoid talking about, or even thinking about the entire topic.  Especially thinking about it, come to that.  For it's only a short step from thinking about it to taking a morbid sort of interest in it.  A lot of chaps make that mistake, I fear. Especially chaps with certain kinds of weakness in their family.  I'm sure you know what I mean.

@@Ally with Dwarves
The Crucifix is the simplest and best known symbol of Christendom.  It is a puissant weapon against the legions of Hell, in the right hands.  Of course, faith is a requisite to employ the power which the symbol embodies.  And not merely faith in the abstract, but faith in the symbol itself.  And a Medieval faith of this nature is regrettably hard to find in the sunlit world of the 1890s.  There is so little that is evil or unknown left in the world, after all.  Fortunately Jonathan Harker is the very man for the task.  He has gazed upon the face of evil, felt its hot breath on his throat, found its lips with his own...  Ahem, my point of course is that Mr. Harker would be the right chap to make good use of a Crucifix, provided that one could be found.

@@Dragon Lore
The Host is the symbol of the Holy Eucharist, the wafers we eat when taking Communion at Mass, and which are transformed, through the miracle of Transfiguration into the very flesh of our Savior in our gullets.  For it is written that he who eats of the Master's flesh and drinks of the Master's blood shall gain eternal life.  Surprisingly, this is a concept that Count Dracula hates (although one must admit that on the face of it, the whole idea seems his very cup of...tea).  The sight of Communion Wafers fills the place where his soul once was with dread.  And loathing.  Yes, loathing and dread.  They are, therefore, a potent weapon in the hands of one who knows how to use them...

@@Dragon Language
Greatest of all games and the underlying root of British superiority.  The aristocracy may have its rugby and its scandals, the working man his football and his brutish ways, but cricket is and will forever remain the sport of the most important and most vigorous class-the upper-middle class.  For it is cricket that instills the most fundamentally English values. Fair play. Gallantry. The heroism found in noble defeat. The blind worship of mountains of tedious, self-contradictory rules that have grown at random for hundreds of years. Hatred of one's traditional rivals, even if they live just across the village green.  All the things that make us proud to be British.

@@Ally with Dragons
The basis of all decency, fair play and sportsmanship--clean living is the essential fundament of civilization.  To free oneself from low and sordid impulses, discourage Unclean Habits and root out from oneself any trace of inversion or uncertainty, surely this must be the highest goal of any thinking being.  It's all to do with being British, you see.

@@Ally with Frost Giants
The word has been used to describe many things, but there is only one true Civilization, and it is British.  Only in this green and pleasant land has human life finally reached its pinnacle, and the full flower of its aspirations.  For countless dark and dreary eons man has struggled blindly toward this exalted state, and for a few the ancient dream has come to pass.  Oh, there remain a few secrets left to be coaxed or coerced out of nature, a few dank corners of the world that need light and fresh air let into them, but these are only trivial exercises in cleaning up.  The bulk of the work is behind us now, and an age of eternal Victorianism is at hand (see "Victorianism")


@IMPROVEMENT_DESCRIPTIONS
;
@@IMPROVEMENT_INDEX
-1,			;Nothing
0,			;Citadel
1,			;Barracks
2,			;Storehouse
3,			;Temple
4,			;Bazaar
5,			;Sage's Library
6,			;King's Court
7,			;City Walls
8,			;Aqueduct
9,			;Counting House
10,			;Monastery
11,			;Wizard's Tower
12,			;Bestiary
13,			;Arena
14,			;Forge
15,			;Artifact Guild
16,			;Fireball Shield
17,			;Bottomless Well
18,			;Staff Of Power
19,			;Alchemical Guild
20,			;Nexus
21,			;Toll House
22,			;Catacombs
23,			;Farmer's Market
24,			;Ley Lines
25,			;Alchemy Laboratory
26,			;Magic Shield
27,			;Harbor Guardian
28,			;Crystal Pyramid
29,			;Docks
30,			;Temple Of Aegir
31,			;Temporal Portal
32,			;Dungeon
33,			;Sea Fortress
34,			;Astral Portal
35,			;S.E. Structure
36,			;S.E. Engine
37,			;S.E. Armament
38,			;Base Metal to Gold
-2,			; MUST BE HERE! TERMINATOR!

@@Citadel
When populations began to organize their communities into cities, their governments became more structured and formalized. At an early stage, the ruler of the city established headquarters from which the business of running the city was conducted. In many cases, these buildings also served as the living quarters of the ruler. In wealthy cities, these facilities often expanded into immense, sprawling palaces. These richly adorned, imposing buildings were a source of civic pride, and helped to reinforce the aura of power surrounding the ruler.

@@Barracks
Warfare between the many races has been a recurring phenomenon, and this has made clear the need for the garrisoning and training of troops to defend territories. Although war is not a desirable situation, it is important that even the most peaceful of societies be prepared for the possibility of war. When warring nations are closely matched in technology and manpower, the army with the best training usually wins battles. Military schools and academies exist all over the world, established for the purpose of training military personnel in the latest methods, tactics, and technology. Men and women who graduate from such facilities possess higher than average command and military and technological skills, making them more effective in combat situations.

@@Storehouse
One might think that a city like Klautzenburgh would not be in a
position to boast of it's salons.  and yet, while it is not of course
the equal of London or Paris, Klautzenburgh does have a small opera
and a minor but thriving arts community and these are sufficient to
generate the level of gossip and petty infighting that a salon needs
to survive.

@@Temple
Professor Van Helsing has rented a magnificent set of rooms
in Klautzenburgh (where rent is cheap and the housing market somewhat depressed, at present). The crown jewel of the suite is his Study, 
which he has filled with most of his accumulated information on the
Un-Dead and his battles against them.  Just knowing that we have a resource like this at our disposal helps to put our minds at ease--
although the actual content of his books, notes and journals is
anything but comforting.

@@Bazaar
Here too, one would expect Klautzenburgh to be tedious and provincial, but in fact there is enough scandal and intruige here to keep people
attending balls forever, just as there is in most places.

@@Sage's Library
It is hard to find a really first rate library in this part of the world.  Most of the records available in Transylvania deal with the tedious and interminable affairs of local princelings. Tiny little wars and feuds and treacheries of no interest to the rest of the world (rest assured that Dracula's name comes up more than once!)  This no doubt accounts for local historians' shocking level of ignorance in more important matters. Jonathan Harker once remarked that you could browse through the entire historical archives of Klautzenburgh Cathedral and not find one reference to Albert the Great, or even Oliver Cromwell!

@@King's Court
It has often been observed that a society can be judged by its means of execution. For this is, after all, the technique a society uses to inspire fear and respect among the lower orders and hence the very bulwark of social stability.  And so we find that the method each nation employs to kill its criminals always suits that nation perfectly. The French have their weird and depraved guilotine, the Russians the barbarous custom of the firing squad. The Americans are said to be attempting daring and dangerous new things with electricity.  But the British have always prefered the good old-fashioned gallows tree.  A sensible choice for a sound Empire! 

@@City Walls
Before the establishment of centralized governments capable of supporting strong, national armies, individual cities were left to fend for themselves when it came to defense. As a result, many cities constructed earthen walls and ramparts to protect against raiders and bandits. Later, stronger walls of mortared stone were built, and some were magically reinforced. City walls represented a major investment in both time and materials, requiring years to complete and constant repairs to maintain their strength and integrity. However, these walls turned the city into a fortress capable of withstanding all but the most determined attack.

@@Aqueduct
A major obstacle to population growth and expansion in early cities was the scarcity of water. In many cases, the solution to this problem was an aqueduct. Aqueducts were large, elevated stone channels through which water from nearby hills and mountains was carried into the city. Aqueducts allowed cities to grow much larger by significantly increasing the amount of available water. At the same time, by reducing the dependence on stagnant ponds and wells as water sources, aqueducts reduced the incidence of water-borne diseases. Aqueducts also allowed cities to be built in otherwise inhospitable environments, such as deserts, by providing an outside water source. A city under siege was most dependent on the aqueduct as its major source of fresh water.

@@Counting House
Counting Houses are the gathering places of the moneychangers and moneylenders. A highly developed economic system is one of the cornerstones of an advanced civilization. The individuals who work in these places lend money to persons or groups, providing capital for industrial and property development. The existence of a Counting House contributes to the economic growth of a city or region by stimulating the development of production facilities. Individual citizens can also benefit by investing their own surplus money in the Counting House and earning interest on it.

@@Monastery
Long ago, an order of monks known as the Black Robes established places of worship throughout the land. These monasteries allowed people of all races to venerate their gods and goddesses--whoever they happened to be--without prejudice. The goal of the monks was to encourage higher religious study and to discourage strife between different sects--and to thus spread joy and happiness throughout the world. In addition to its religious significance, a new monastery erected in a city often acts as a center for social and cultural activity. These establishments have always brought great pride, stability, and tradition to the citizens of their communities.

@@Wizard's Tower
A Wizard's Tower is an institution of higher learning for established practitioners of magic. Only the greatest spell-casters are invited to teach at these institutions, in hopes that they will agree to pass on some of their knowledge to the next generation. Studies at these institutions focus on the various forms of mystical power and energy and on how to apply them to positive results. Evil applications are frowned upon quite heavily. Wizard's Towers have also become centers for research into many fields, including in many cases those with little or no magical component--like medicine and physics.

@@Bestiary
As cities became larger, it was clearly necessary to control the amount of pollution and congestion caused by the great number of animals needed to run the city. Beasts of burden supplied food and labor, and the beasts of war worked for the defense of the city. With the invention of the Bestiary, city governments were finally able to centralize control, grooming, care, and maintenance of these animals and thereby reduce the less pleasant aspects of keeping a large animal population inside a city. A key element in this success was that the city's wizards were able to create and supply special feed grains to reduce the amount of flatulence experienced by the various beasts.

@@Arena
Arenas provided entertainment for the people of a city. Presenting them with spectacles and events gave citizens a temporary escape from their often harsh day-to-day life. People would gather to watch mock wizards' duels, thrilling chariot races, and gladiatorial fights. The fame earned by many of the successful gladiators and the money to be made by the food vendors allowed to operate outside the Arena were incentive enough to cause many cities to build their own Arenas for their people.

@@Forge
The Forge is more than the simple smithy from which it takes its name. Rather, it is an area in the heart of the city dedicated to the needs of the local craftspeople, where they can gather and work cooperatively to produce goods for sale and trade. Of course, the smiths are often a strong voice in the Forge community, and the specialization of labor grew from their work patterns. This specialization allowed the members of a Forge to increase the speed and efficiency of their manufacturing processes, to far surpass earlier methods of production. The development of the Forge system played a key role both in increasing the productivity of cities and providing a nurturing environment for artisans of every type.

@@Artifact Guild
Odd as it seems, an Artifact Guild is more akin to an industrial center than to a center for magical studies. On these small campuses, minor thaumaturges, well trained in the spells specific to their tasks, use artifacts created by greater magicians to speed the production of whatever the city demands. This "guild" recruits from among the most talented craftsmen of the area those born with the potential for magical skill, then trains and equips them for their new labors. Though they are considered only lower-class users of magic, these craftsmen enjoy high status in the community.

@@Fireball Shield
One of the most destructive weapons a city can face is the Fireball. This villainous construction of advanced magic can destroy hundreds of people with a single blast. It takes the efforts of multiple great wizards, working together (no small feat) to develop and erect a defense to counteract this brutal weapon's power. What generally works is a subtle method of cloaking the city in a magical field that renders it invisible to the magical targeting that leads the Fireball to its destination. When cast correctly, this shield also quenches on contact any Fireball that does manage to find and reach the city. This secondary defense protects the population and prevents them from being harmed by both the blast and any fallout of burning residue from the Fireball.

@@Bottomless Well
Continual growth in a city's population leads to an inevitable increase in the amount of garbage generated. Eventually, the existing landfills and garbage dumps are filled, which forces the local users of magic to divert some of their resources to getting rid of the trash. This leads to the gradual but steady destruction of the local environment and stores of magical energies. To reverse this problem, a city can have its wizards create a Bottomless Well. Garbage is thrown into this endless void and goes into one of the dimensions reachable only through magical means. We hope that some of the trash is used or consumed by the inhabitants there. If not, perhaps they can send it somewhere else.

@@Staff Of Power
Many of the arts carried on in the local Forge require some amount of magical power to keep them running efficiently. Rather than draining the city's wizards to supply the Forge with power, many urban centers rely on a self-sustaining Staff of Power. Once created (by a group of magical adepts), a Staff of Power supplies the workshops in the Forge with all the energy they need. Unfortunately, the convenience of a Power Staff comes at a rather significant cost to the local magical environment.

@@Alchemical Guild
One alternative to using a Staff of Power to provide magic energies for a Forge is the establishment of an Alchemical Guild. This organization gathers the expertise of the local alchemists and puts them to work generating energy through manipulation of the local aether. Aethereal energies are safer than the usual sorts of magical power, and their use causes less damage to the local magical environment. However, the Alchemical Guild generates its own environmental dangers. The potential for disruption of the aether's normal flow and the resulting backlash when the aethereal knot breaks and the build-up of pressure is released can damage the land around the city.

@@Nexus
When properly aligned and coordinated by a powerful purification ritual, the energy of several ley lines can be physically overlapped and tapped by skilled sorcerers. The mighty magical torrent thus caused is what the magicians call a Nexus. A Nexus generates extraordinary amounts of magical energy, more than enough to feed the needs of even a large city. The danger is that a Nexus is by its nature highly unstable. The necessarily precise coordination of the different ley lines is difficult to sustain, and if it is not, the Nexus becomes a volatile cauldron of mystical forces. A Nexus can erupt if the purity is not properly maintained, causing immense damage to the city it serves.

@@Toll House
To generate income, cities near well-trafficked trade routes often establish a Toll House to extract road taxes from travellers. Though some traders detour to avoid such tolls, it is worth the price to most to avoid the added trip time caused by a detour, and they simply grumble and pay. Most of the income from this establishment goes to the city, but some is diverted into maintaining the road on which the tolls are collected. In this way, the local ruler gains a reputation as one who gives a valuable service in return for the fees collected.

@@Catacombs
One of the natural products of any large urban center is a vast amount of waste. As a city continues to grow, steps must be taken to move sewage away from inhabited areas, so that it does not become a health hazard. Catacombs are, among other things, stone sewers that help to move waste beneath and out of a city and into nearby rivers and other waterways, which eventually wash it into the ocean. Catacombs are also a convenient place to place the corpses of the city's dead, so that those who wish to can visit them whenever they choose (though the trip is rather unpleasant). Over the years, the underground tunnels and passages become so filled that the walls often seem to be built from the remains of the departed.

@@Farmer's Market
A Farmer's Market is a large, permanent bazaar where representatives of local farms come regularly to sell their perishable goods. The permanency and expansiveness of the Farmer's Market allows a wide variety of food items and household goods to be available to the general public. With improved storage techniques, a Farmer's Market can stock and sell perishable foods in large quantities, thus reducing the price to the consumer. The combination of ready availability and low prices make the Farmer's Market a great boon to agriculture.

@@Ley Lines
Though they are quite similar to the ley lines that traverse the distances between cities, the lines that weave in and among the buildings in a city are streams of magical force rather than great rivers. The local wizards can create a networks of such small lines, in effect making an advanced road system. An infrastructure like this is one of the legs on which a huge market economy can be based. Goods move within the city almost without transport costs, carried along by the mystical current. Ley Lines also make minor magicks (the kind practiced by most itinerant craftspeople) easier, and reduce the amount of waste material generated by such endeavors.

@@Alchemy Laboratory
Historically, Sage Libraries and Wizard's Towers have acted as the primary centers of research for new ideas, spells, and technologies. In recent years, the growth of private industry has given birth to hundreds of small, privately owned research facilities. These secretive Alchemy Laboratories, usually dedicated to research in a single specialty, have made tremendous advances in many fields of both magic and technology. When a city builds its own Alchemy Laboratory, it can often recruit the best of the private alchemists, thus vastly increasing the speed at which new advances are discovered.

@@Magic Shield
City walls have defended cities against ground attack, making each walled city a bastion of protection for its populace. However, no matter how strong or how high these walls are, the cities were still easy prey to any attack from above. An airborne attacker could easily bypass any fortifications, leaving these heavily enforced cities virtually defenseless. Wizards have now developed a Magic Shield that covers the city like a giant bubble, providing protection from aerial assault. This shield aids the city defenders against all flying creatures, and even against aerial missiles and spells--like thunderbolts.

@@Harbor Guardian
The construction of defensive structures such as city walls and fortified castles dates back to ancient times. City walls were designed primarily to repel an attack launched by ground-based forces, and they performed adequately in such a situation. However, coastal cities are also vulnerable to attack from sea bombardments, since even a city wall leaves seaports relatively unprotected. The best way to protect the port has always been to keep the enemy out of range of the city. This is accomplished by conjuring a Harbor Guardian to patrol the approach to the city. These colossal metal giants live at the mouth of the city's harbor or on barrier islands near the city. The guardian holds enemy vessels at bay, turning away or thinning out the attacking force and minimizing damage to the city's port.

@@Crystal Pyramid
One of the greatest natural sources of magical power available is the primary energy of the universe itself. A giant crystal pyramid, truly aligned with the proper celestial bodies and ensorcelled by the most skillful wizards, makes it possible to tap into this cosmic power. Celestial energy is collected in specially designed internal chambers, then converted into usable energy by transubstantiation mechanisms in the pyramid's base. Celestial energy is a clean and completely safe form of magical power, but this system of collecting it is difficult and often prohibitively expensive to construct.

@@Docks
Just because a city is built in a coastal region does not guarantee that it is readily accessible by ship. In order for a port to establish a steady trade, fishing, or other shipping industry, the city must have a harbor. A harbor is a protected body of water that shelters ships from waves and high winds. Although some coastal cities are established in areas where a natural harbor exists, most seaports are forced either to improve the existing natural harbor or to build a man-made harbor to shelter ships and provide channels deep enough to accommodate large vessels.

@@Temple Of Aegir
Many cities have been successful in increasing the number of precious stones and other riches gathered from the sea by constructing a temple to the goddess Aegir. This one of many sea goddesses sometimes rewards her worshipers by leading them to the treasures of the ocean floors. It is said that she also causes precious jewels and metals to wash up on the nearby shores to be scavenged by her grateful followers. Aegir has been known to calm and warm the seas for ships near the town, to help promote sea commerce.

@@Temporal Portal
The warp spell allows a sufficiently skilled group of conjurors to create a displacement in the physical structure of our plane of existence. When this spell is cast and inside the mysterious building the magicians call a Temporal Portal, it is possible to send military units through the displacement, to be received inside a Temporal Portal in some other city--but only on the same plane. Needless to say, this development has revolutionized certain types of travel, and is a great boon to the movement of troops, diplomatic missions, and creatures.

@@Dungeon
In order to maintain tranquility in a city while the troops that normally keep the peace are out defending the realm, it has been necessary to jail offenders and political dissidents. Dungeons hold those unwilling to follow the law of the land, so that they can serve as an example to others. In this way, the mere presence of a dungeon in a city helps to uphold the laws and control civil unrest. In the absence of a strong, visible military force policing the city, the dungeon reinforces the will of the ruler.

@@Sea Fortress
Seagoing vessels have been used for both commercial transport and military purposes for thousands of years. Cities built on rivers and on the coasts of seas and oceans built facilities to receive cargo and to house military vessels stationed in the area. Many of the larger cities built massive Sea Fortresses that included shipyards for the construction of new vessels, large warehouse and docking facilities, and dry-docks for the repair of damaged vessels. Heavily damaged ships can be repaired much more quickly when such facilities are available.

@@Astral Portal
An Astral Portal works much like a Temporal Portal, with the exception that the spell activated in this gate is capable of transporting troops and creatures to cities on different planes. The components of the two incantations are quite different, however, and the wisest of the conjurors tell us that under no circumstances should both spells be performed in the same building. Thus, a city might need to have both a Temporal and an Astral Portal serving it, to different ends.

@@Siege Engine Structure
The structural parts of a siege engine are the frame to which all other parts of the siege engine are attached. All siege engine Armaments and Engines must be connected to a structural section in order to function. Armaments and Engines not connected to the frame are outlined in red on the siege engine display, and do not work until connected.

@@Siege Engine Engine
Engine components provide the motive power for the siege machine. There are two types: boilers and fuel. Boilers provide the physical power that moves the siege engine forward. (The use of magical power might alert the target to its approach.) Each fuel supply provides enough flammable material to fire one boiler for the duration of the trip. Thus, every boiler requires fuel in order to function. At minimum, a siege engine requires one of each, and the more working boilers the engine possesses, the faster it will arrive at its destination.

@@Siege Engine Armament
Armaments are the effective components of a siege engine. There are three types: mechanical, weapon, and mobility. Each weapon module provides for a more powerful attack when the siege engine reaches its intended target. For each weapon, a mechanical module is needed to fire the missile. Both the weapon and the mechanical module require a mobility mounting in order to be aimed and fired. At minimum, every siege engine requires one of each type of module in order to be successful in its mission.

@@Base Metal to Gold
Raising and funding a large empire can cost a huge amount of money. The taxes required to maintain such an enterprise would cause havoc in even the most docile population. In order to alleviate this particular problem, rulers turn to their alchemists. With the proper amount of research and some preliminary funding, a team of alchemical experts can succeed in turning base metals (lead and such) into gold. Note that this is an ongoing project which requires all the productivity of an entire city--but turns all that productivity into glittering aureum!


@WONDER_DESCRIPTIONS
;
@@WONDER_INDEX
0,			;Golden Orchard
1,			;Cauldron Of Plenty
2,			;Sacred Menhir
3,			;Eye Of Ran
4,			;Wizard's Conclave
5,			;Merlin's Oracle
6,			;Excalibur
7,			;Round Table
8,			;Holy Quest
9,			;The Crown's Emissary
10,			;Altar Of Enlightenment
11,			;Stonehenge
12,			;Brian's Expedition
13,			;Royal Joust
14,			;Sacred Rune Of Alteration
15,			;Bard's Tavern
16,			;Tome Of Inspiration
17,			;Pearl Obelisk
18,			;Philosopher's Stone
19,			;Orb Of Peace
20,			;Angelic Monument
21,			;Glyph Of Understanding
22,			;Circle Of Summoning
23,			;Pandora's Box
24,			;Council Of The Overmind
25,			;Deus Ex Machina
26,			;Eye Of Odin
27,			;Sangreal
-2,			; MUST BE HERE! TERMINATOR!

@@Golden Orchard

@@Cauldron Of Plenty

@@Sacred Menhir

@@Eye Of Ran

@@Wizard's Conclave

@@Merlin's Oracle
In the days of legend, the greatest prophet and seer was a powerful wizard who called himself Merlin. It is said that Merlin gained his powers of second sight from an ancient elder dragon he bested in duel of riddles--no easy feat. Merlin's abilities as a prophet and spell-caster became so well known that nobles would travel from across the world to seek his counsel. Even other seers consulted him before making important predictions. The oracle built in his name collects all of the known relics of Merlin's life. Through high level magic, this library of Merlinaria seeks to bring the benefits of Merlin's wisdom to an entire realm.

@@Excalibur
Created in the time when the world was new...forged from a glowing star that fell from the heavens...tempered by an ancient, now extinct race of sorcerers...the sword is Excalibur, and its like has never been seen before or since. The blade is said to be sharp enough to cleave an anvil or a dragon's scales. Legend tells that this sword gives its wielder almost supernatural fighting prowess--and hardens the skin to the toughness of plate-armor. As its legend spread, Excalibur became the most feared, loved, and sought-after sword in the world. It is perhaps the one symbol of power that can bring all the races to unity, and prosperity to the realm that holds it. Ownership of this sword provides a magical protection to all friendly cities equivalent in strength to a city wall.

@@Round Table
The Round Table is a gathering of the best military minds of the land. Here, the greater knights of the realm gather to share tactics with one another and teach their arts of warfare to promising officers, who afterward spread their knowledge throughout the ranks. In this way, the knights maximize their influence on the soldiers of the nation and create the best trained forces possible in the shortest amount of time.

@@Holy Quest
The Holy Quest is the collective name for a series of military expeditions mounted with the intention of recapturing sacred lands from the control of a group of rogue goblins. The most successful was the Third Quest, in which a tremendous force led by the human mercenaries Ernest Publius and Bertram Augustus managed to seize a number of coastal cities and temporarily hold a human kingdom in the Goblinate Lands. In addition to the stated religious goals, the Holy Quest also served to extend the political power of several ambitious nobles over large areas of the world. This great burst of territorial expansion led to an increase in both the population and the productivity of their tribes, and the ongoing wars provided lucrative business for traders and merchants.

@@The Crown's Emissary
All wise rulers recognize the importance of diplomatic relations with other realms, but the king who instituted the messenger corps known as The Crown's Emissary was even more foresighted than most. These dedicated riders travel the world delivering missives from and to nobles of every race. Thus, they serve the overall purpose of supplying communications to the world, while also collecting mounds of tactically useful information for their one true leige.

@@Altar Of Enlightenment
The power of the mind and soul are strong, and all races' need for an understanding of purpose in life is great. The High Clerics of Mount Glyndale built this magnificent altar for worship and enlightenment so that all the folk of the land could commune with the divine and seek wisdom. Travelers from across the world of Midgard make their way here to supplicate for any word from the messengers of the gods. Content and inspired, these citizens and leaders return home to spread the news of fulfillment and good auspice. In this way, the altar helps to promote peace of mind throughout the land.

@@Stonehenge
To a casual observer, the stars might seem fixed and immutable, but any student of astronomy knows that they move. With the aid of many strategically placed standing stones and sighting posts, sages have managed to chart the courses of the sun, the moon, and the important stars throughout their cycles. The establishment of the magnificent Henge of Stones--a great system of standing stones, plane stones, holes for sighting posts, viewing pits, and reference points--was a major leap forward in the study of the heavens and their influences on Midgard. Sages travel from the four corners of the world to do research there, and they share their results with the mages of the land where the Stone Henge stands.

@@Brian's Expedition
Many are the tales of the great explorer Brian, but perhaps the most stirring is the true story of his great seagoing expedition to chart the currents and continents of the entire world of Midgard. Though Brian was not successful in completing his "Mappe of the Worlde Entire" before his untimely demise, the knowledge of the open ocean, its winds and currents, and the lands to be found out there provided a great boon to mariners of every stripe. Ships travel farther, faster, and with greater confidence, now that Brian's logs are on every captain's shelf.

@@Royal Joust

@@Sacred Rune Of Alteration
Klautzenbugh Cathedral is a shining beacon of hope for the forces of light.  Whenever our bold heroes feel the weight of their quest press down upon them, they think on the magnificent sprie of Klautzenburgh Cathedral and are refreshed.

@@Bard's Tavern

@@Tome Of Inspiration

@@Pearl Obelisk

@@Philosopher's Stone

@@Orb Of Peace

@@Angelic Monument

@@Glyph Of Understanding

@@Circle Of Summoning

@@Pandora's Box

@@Council Of The Overmind

@@Deus Ex Machina

@@Eye Of Odin

@@Sangreal


@UNIT_DESCRIPTIONS
;
@@UNIT_INDEX
0,			;Settler
1,			;Dwarf
2,			;H. Warrior
3,			;Merman
4,			;Hawkman
5,			;Elf Warrior
6,			;Infidel
7,			;Goblin
8,			;Troll
9,			;Elf Archer
10,			;Warlock
11,			;Housecarl
12,			;Merguard
13,			;Eagleman
14,			;Berserker
15,			;Golden Horde
16,			;Elf Rider
17,			;Night Rider
18,			;Ranger
19,			;I. Horseman
20,			;Giant Otterine
21,			;Crag Wolf
22,			;Ice Drake
23,			;Treefolk
24,			;Catapult
25,			;Siege Engine
26,			;Bombard
27,			;Great Bats
28,			;Witch
29,			;Great Wizard
30,			;Ellida
31,			;Skidbladnir
32,			;Longboat
33,			;Dragon Boat
34,			;Old Man
35,			;Shield Boat
36,			;Unsp. Horror
37,			;Paladin
38,			;Changeling
39,			;Mtn. Giant
40,			;Ogre
41,			;Great Eagle
42,			;Fell Wraith
43,			;Tree Guard
44,			;Thunderbolt
45,			;Fireball
46,			;Skald
47,			;Fairy
48,			;Caravan
49,			;Triton Legion
50,			;Jack O'Lantern
51,			;Skeleton
52,			;Barrow Wight
53,			;Porpoise Pod
54,			;Lich
55,			;Baba Yaga
56,			;Frost Giant
57,			;Giant Spider
58,			;Kraken
59,			;Ancient Dragon
60,			;Jrmngnd Spit
61,			;Sorcerer
62,			;Human Hero
63,			;Great Goblin
64,			;Merfolk Hero
65,			;Infidel Hero
66,			;Buteo Hero
67,			;Elf Hero
68,			;Stygian Lord
69,			;M. Settler
70,			;Buteo Settler
71,			;Goblin Miner
72,			;Elf Settler
73,			;Sty. Settler
74,			;War Elephant
75,			;Giant Flytrap
76,			;Flag unit
77,			;Dragon
78,			;Griffin
79,               ;Worm
-2,			; MUST BE HERE! TERMINATOR!

@@Settler
Dracula's Coffin is filled with the soil of his native earth.  Each night he must return to it, so that his hellish power might be replenished.  He is known to have at least three of them scattered about the lost and loathly places of Transylvania.  If you were to find and destroy them all, he would have no refuge left to flee to and one might dare to move against him directly.

@@Dwarf
Dracula's Coffin is filled with the soil of his native earth.  Each night he must return to it, so that his hellish power might be replenished.  He is known to have at least three of them scattered about the lost and loathly places of Transylvania.  If you were to find and destroy them all, he would have no refuge left to flee to and one might dare to move against him directly.

@@Human Warrior
Dracula's Coffin is filled with the soil of his native earth.  Each night he must return to it, so that his hellish power might be replenished.  He is known to have at least three of them scattered about the lost and loathly places of Transylvania.  If you were to find and destroy them all, he would have no refuge left to flee to and one might dare to move against him directly.

@@Merman
The race of Merfolk are of the same family as humans, but they long ago returned from the land to the sea--developing gills and retaining their lungs. The Merman is a simple infantry unit, with little military training. These recruits can reach the surface directly by way of the shoreline, which gives them something of an advantage over most land races. The Merman can launch a surprise attack on a surface civilization, then quickly retreat back into the sea when necessary.

@@Hawkman
The Hawkmen are the backbone of the Buteo armies, serving as guards, scouts, and as offensive forces if needed. Though they're not highly trained soldiers, Hawkmen are always ready for duty and happy to serve the Buteo empire. Schooled in rudimentary combat and tactics, these citizen-soldiers have shown that they are often a match for the ground dwelling races, and are quite glad to talk, sing, and write about their superiority over them. The Merfolk, however, are a mystery to the Buteo race, as are the Buteo people to the Merfolk. Hence, these two races have never formally met on the fields of battle.

@@Elf Warrior
Any army from an Elven land consists primarily of Elf Warriors. These troops see more combat than most of the Elf military units. This is partially due to the fact that these groups are inexpensive to create, and their natural Elf abilities allow even untrained recruits to do a fair job of defending a city--though not against advanced military units. Most Elf warriors are part-time soldiers; they have families and jobs back home. After all, the pay isn't great in the infantry, and they're not skilled enough to reach higher military rank.

@@Infidel
The Infidels are a warlike race who originally lived in tent communities on the outskirts of other civilized nations. These warriors took joy in conquest, and preferred to invade the cities of others, rather than building their own. Despite becoming a settled nation, they are still quite aggressive and difficult to befriend. Even as allies they are not often loyal for long; it is more to their nature to conquer and steal than to build and trade. Do not underestimate the Infidels' cunning--guard your cities closely if they are near.

@@Goblin
Goblins are well aware that they are not the most powerful creatures in the realm, so they rely on their numbers to overwhelm opponents. Stout little warriors, Goblins are cheap to hire and easy to train. Goblin generals are normally four feet tall and 180 pounds or more, and are considered to be quite a catch for goblin women. General Bogaa was the most famous Goblin general (at least so far in goblin history). Fully five feet tall and weighing in at 312 pounds, Bogaa received the rank of General as soon as the Goblin Kings saw him in training.

@@Troll
Trolls are very distant cousins of Goblins, but they still share a strong family bond. Being larger and stronger than Goblins, Trolls often serve as valuable shock troops for the Goblin armies. Under the right conditions and leadership, Trolls have been known to become fanatical followers of their smaller cousins, lending a strong arm when needed and asking for nothing in return but a land to call their home. The Goblins have never understood the admiration that their Troll cousins have for them, but are more than glad to take full advantage of this fact, and almost every Goblin city has at least one troop of Trolls within its walls.

@@Elf Archer
The archers of the elven race are highly regarded for their talent with the bow. Only the strongest and those most dedicated in their training are granted the high status of Bowmaster by the Elves and become what we know as the Elf Archer. A wise king would gladly hire on elven bowmen before any other archers who volunteered to serve and protect a kingdom. Their aim is so astoundingly accurate that rumors aplenty hint that their skills must be magical in nature. 

@@Sorcerer
A Sorcerer has power unrivaled by most living creatures, excepting perhaps dragons and their kin. Able to enchant items, most Sorcerers carry with them a cloak that allows them to pass through, over, and around all terrain. This cloak also allows the Sorcerer to see far beyond the range normal for mortals. The sky, the earth, and even the depths of the oceans can hold no secrets from a true Sorcerer, but these cloaks are not infallible, and they require incredible amounts of magical energy. The Sorcerer must always be careful to return to the safety of a city or an elevated platform, for all too often the power that they gain from their enchanted cloaks goes to their heads, and many powerful Sorcerers have been lost to a fall from the skies.

@@Housecarl
Humans who show themselves to be far above even the high standards Human Warriors are held to get special training. Whether because of their strength, speed, agility, or intelligence, these troops are hand picked by the human military leaders to become Housecarls, an elite fighting force known for their determination and resilience in battle. It has been often been proved that a Housecarl is willing and ready to give his life to allow others to escape or to hold an enemy at bay until reinforcements can arrive. The greatest honor for a Housecarl is to be granted the opportunity to join the King's Guard, a super-elite force made up of only the finest Housecarls.

@@Merguard
The Merguard comprise the elite formations of the Merfolk military. Most serve as the front line of defense and combat, while a few remain in camp to train new Merman and Merguard recruits. Like all Merfolk, the Merguard have retained both gills and lungs and can to journey both under the seas and on the surface of Midgard. Of course, this is no help in gaining access to the clouds, and the Merfolk hire flyers from outside their race when the need arises.

@@Eagleman
Just as the Hawkmen serve as the main battle force for the Buteo armies, the Eaglemen serve as their elite shock troops. Eaglemen are fully trained in combat and tactics, and they take great pride in their training, for to be a Buteo elite puts you above others, even if their power or numbers are greater. Eaglemen are known for one particular tactic above all others, for it has been the downfall of many cities. The Buteo leaders will send out scouts to find a target that they desire. Once it's found, troops of Hawkmen backed by flocks of their mighty brethren the Eaglemen swoop down from the skies, ripping into their opponents with blinding speed. Only the mightiest and most well defended cities can withstand this sort of attack; most fall within hours.

@@Berserker
Berserkers fight for the sheer love of battle. In combat, it is as if a berserker's spirit leaves his body, and all that is visible in his eyes is madness. The unfailing berserk energy does not allow him to stop fighting until everything in sight is dead. He feels neither fear nor weakness, and the berserker's battle cry is known and dreaded throughout the land. Though a berserker might wear the color of your army, be aware that his only true color is blood red.

@@Golden Horde
Huge and wicked wolves haunt the forests of Transylvania.  They are lean and athirst and their cruel, cunning little eyes gleam with an unnatural intelligence.  The woodcutters and shepherds who must venture into the forest to make their living all fear and hate the wolves with a ferocious passion. They each of them can tell bloodcurdling stories of the diabolical things that they have seen or heard the wolves of the forest do. But they never tell these stories at night, when the moon gleams wild and feral and the sounds of howling echo from the hills...

@@Elf Rider
Though long extinct in most of Europe, fierce mountain bears are said to still haunt the deepest forests and loneliest peaks of Transylvania.  More dreaded even than wolves, they sometimes maul travelers for no apparent reason.   Fortunately they are seldom met with these days, even in the darkest and most distant reaches of the woods.  And of course even these fearsome creatures are still beasts of the material world.  The worst that they can do is kill you.  Far worse things stalk Transylvania by night, and far more terrible fates await the unwary

@@Night Rider
Dracula.  Lord of Shadows.  Master of the Un-Dead.  Monster. Unholy Arch-fiend.  He is all these things, and things more terrible yet.  For as Dr. Van Helsing has observed, Count Dracula is an entirely new kind of vampire.  He has a mind, if not a soul (to use Van Helsing's clumsy turn of phrase: "His brain it is not of the child-type, but of the criminal type!").  He is no mere ravening beast--he can think and plan and plot and scheme.  It is not surprising that his name strikes fear into ordinary Transylvanians and Syrtians for hundreds of miles about his loathly castle.  Yet they do not know the half of it...

@@Ranger
These woodsmen are great trackers. Rangers are best used for reconnaissance; send them out early in search of treasures, scrolls, and the armies of other nations. A Ranger is normally strong enough to defend against many foes, including the barbaric creatures that roam the wild lands. For this reason, they are useful for discovering where the secrets of the land are hidden, then making a quick retreat if overwhelmed by enemy forces. This serious bunch may not be any good at casual pub chatter, but many of the best stories of adventure and monsters concern their exploits--if you can pry the information from a Ranger's hesitant lips after he returns from a mission.

@@Infidel Horseman

@@Giant Otterine
Starting with simple sea otters, the Merfolk selectively raised and bred these creatures into huge monsters dedicated to following the will of their masters. Decades ago, the shaman of the Merfolk discovered a sparse deep-sea plant life of unusually high nutrient value. This secret food, the location of which is to this day known to the shamans, was cultivated over many years and fed to these captive otters. Over time, the program bore monstrous fruit, in the form of the Giant Otterine. The Merfolk have found this creature useful for scouting the sea--the otterines have highly developed senses. Their size also gives them the ability to ignore most structural defenses, which is quite helpful when besieging an enemy city.

@@Crag Wolf
Crag Wolves are fast and menacing--most lethal hunters. They are a giant breed of wolf who share with goblins a taste for rotting flesh. Of course, as wolves, they also like a fresh and feisty warrior now and then. When the Goblins of Galantee Crest came south to join in the legendary Goblin War, their bands of great Crag Wolves spread fear throughout the land. This was the first time these beasts had been tamed to combat, and the prospect of facing a legion of these creatures in battle made even weathered veterans search for other employment.

@@Ice Drake
Ice Drakes are best thought of as cousins to Dragons. Though they resemble their larger cousins, Ice Drakes have genetic flaws that rob them of the power that is true dragonhood. Unable to fly and lacking the strength and endurance of a true Dragon, the Ice Drake has become quite cunning. Knowing that all the races wish to have Dragons on their side, the Ice Drakes hire out their abilities to the highest bidder, thus becoming a type of super-mercenary. Intelligent enough to realize their own weaknesses (though they would never admit to them), the Ice Drakes have learned to breath the water of the oceans. This is one place where they outshine their great and powerful cousins the Dragons, for the great lizard have no power under the sea.

@@Treefolk

@@Catapult
Dracula's Brides are the most powerful and terrible vampires in existence, apart from the Count himself.  Their minds are not yet as developed as his, but like him they posses a fiendish cunning that is quite unexpected among the Un-Dead.
To quote Doctor Van Helsing: "If poor dead Lucy were terrible and strong, what then were these weird ones like, who had waxed fat on blood and grown in power for centuries?"

@@Siege Engine
Siege Engines are a relatively inexpensive and versatile offensive force. After all, lobbing fifty to a hundred arrows at a foe in a matter of seconds is quite a feat. Siege Engines have even been known to seriously wound dragons. While cheap to produce, Siege Engines are flawed; it is a slow and clumsy machine. Thus, it is vitally important that engines be placed and used in locations where they can attack first or bunker down hard--like in the mountains. Though far from defenseless if attacked, the engine is an offensive device, and not to be relied upon to defend any location.

@@Bombard
When alchemists had discovered the black powder, kingdoms began creating large weapons to use this invention in a most destructive way. The Bombard is a popular weapon for dispersing armies and wounding larger creatures. The great thing about these is that they are not as large as other siege weapons, so a Bombard will fit nicely into the cramped tunnels of the underground world and function well there. Unfortunately, it is still much too heavy to be used in the clouds, and the black powder does not itself work under water.

@@Great Bats
Giant bats swarm from the deepest caves to answer the call of the Goblin Kings and the Stygian Dark Lords. Taking flight, Great Bats can engulf any foe that tries to enter the under realms. With their four foot wing span and two inch talons, Great Bats are adept fighters and can make short work of most flying creatures--and deal considerable damage to ground creatures, as well. Though not the most loyal creatures, and unable to fly to far from land, Great Bats do have a place in the underworld armies, because through sheer numbers, bats have been known to make areas uninhabitable for most races.

@@Witch
Long ago, the darkness came upon the witches, and a pact was made. In exchange for a life of servitude, the dark lords granted each witch three gifts. Long nights were spent teaching witches the arts of flight, the incantations of power, and the secret of far sight. In the end, the witches proved themselves worthy of the effort. Valuable as scouts, warriors, and hunters, witches ride throughout the night skies terrorizing the land in the name of their dark lords. Always vigilant, witches will swoop down upon any foe that enters the realm of their dark masters, and they will gladly sacrifice their own lives to protect their realms.

@@Great Wizard
The Great Wizards have but two true devotions, their secret arcane arts and the protection of humanity. Nothing else has any meaning to these masters of magic. Great Wizards consider the realm of man to be all the land, sea, and sky--as far as they are concerned, the underworld and deep oceans should be left to what they call the "lesser forms" of man. Through their arcane magic, Great Wizards are able to fly at the speed of a dragon, melt most normal armor, and see far beyond the range of human sense. Guarding the realm of humans, the Great Wizards strike down all invaders. Stories say that their power is so great that just a few of these wizards are able to bring down creatures as powerful as dragons.

@@Skidbladnir
Skidbladnir is a celestial flying ship crafted by the gods. It is a powerful warship created for use against the great deep-sea monster the Kraken when it first awakened from its place of rest in the volcanic Tridium stretch. Once this father of all sea monsters had been destroyed, the gods realized that they had invested too much power in these ships, and in fear they tried to hide the fleet from mortals. When one was found, centuries later, it was quickly discovered that these ships can no longer remain aloft for long periods, and must be berthed frequently in cities. The Skidbladnir is a masterpiece of innovation and would be the perfect ship for a hero.

@@Ellida
It is said that at certain dread hours of night Dracula's black coach can be seen prowling the roads above the Borgo Pass.  Few have ever come close enough to see it clearly, and none have ever ridden in it and returned to tell the tale.  The coach is reportedly a magnificent vehicle, of an antiquated design, drawn by six coal-black horses.  Others claim that it is ancient, decaying, pulled by horses who have been flayed, or are all skin and bones, or nothing but the skeletons.  One thing is certain-beware the coach of Dracula!

@@Longboat
Sooner or later, all cultures need to expand beyond their borders and into new lands. The longboat is the first vessel large enough and reliable enough to move troops from one land mass to another. Able to carry two full loads of troops, the longboat has shown itself to be a valuable asset to every race except the Merfolk (who seem to have no interest in building boats). Its hull thinned for speed and laden down with troops, a longboat must always be cautious of storms and high waves, for these will sink a vessel that strays too far from shore.

@@Dragon Boat
Dragon Boats are far superior to Longboats in every aspect, and quickly made the use of longboats unnecessary. (The Merfolk are still unimpressed.) A Dragon Boat is able to carry four full complements of troops. They have a much thicker hull and the design of the sails is much improved over that of the longboat. All of this allows the Dragon Boat to travel farther, faster, and more safely than any longboat ever made--for the same cost as the average longboat. Every race that gains knowledge of Dragon Boats quickly replaces their earlier vessels. Fleets of Dragon Boats have caused the fall of many cultures, primarily due to their ability to move vast numbers of troops. This excellence does, however, have the effect of drawing too much attention to these vessels, and they are prime targets for enemy attack.

@@Old Man
Old Men are thought by most to be nothing more than dirty little hermits that roam the mountainsides, foraging for food and fearing intrusion into their secretive lives. This is not the case, and those who know the truth are both happy and annoyed by the knowledge. The happiness comes from the fact that Old Men are some of the most powerful forces for good in the realm. An Old Man is glad to lend a hand, and he has the power to back up his promise. The annoyance comes from the fact that Old Men are very, very lonely and quite often mentally unbalanced. Once they attach themselves to a place, a cause, or a race, it is nearly impossible to get rid of them. They're often underfoot while trying to lend a hand, and they can truly test the patience of even the most noble of leaders.

@@Shield Boat
Because each of these ships includes in its construction a beam fashioned from the wood of Yggdrasil, the World Tree, each can descend to the ocean's depths, impervious to water and pressure. The Shield Boat is small by necessity, and can hold only 2 units. Still, any vessel that allows ventures to the coral gardens of Shrimblee is a welcome addition to any fleet. Though it looks awkward compared to the god-ships Skidbladnir and Ellida, the Shield Boat is of clever design and quite useful in quests and exploration.

@@Unspeakable Horror
The Unspeakable Horror fell upon this world with a thunderous crash. Torn from its home world, where cries of torment echo throughout the land, blood rains from the skies, and fire fills the oceans, it now wanders the realms of Midgard in raging loneliness. Ripping through the land rather then passing over it, the Horror leaves a slimy trail of decay wherever it goes. It is said that this monstrosity skins its victims slowly with its acidic slime, taking an almost joyous glee in the agonies of its prey. The Horror has been known to take hours to devour an enemy in this manner. Strangely enough, this is the death that those familiar with the Horror would prefer, for it is the fastest and least torturous that the Horror inflicts.

@@Paladin
A thunderous roar as they close for combat is the last sound most paladins' foes ever hear. Wearing full field plate and riding huge barded war horses, paladins are an impressive sight on any field of battle. Paladins are the greatest knights in the realms of man, riding the purest steeds, and wearing the best armor possible. A paladin's devotion and belief in humanity is unshakable. After winning many legendary victories and saving many lives, paladins have become the unofficial symbol of hope and prosperity for humans everywhere. It is said that any settlement guarded by even one paladin just feels safer, the crops grow better, and the people are happier.

@@Changeling
Changelings are unique individuals who possess the ability to alter their physical form. Most often, this power manifests itself in early adolescence, when the person begins changing back and forth between normal form and that of a bear-like creature. This is the most common alternate form, and the one that warriors with this ability seem to be most comfortable using. For no known reason, changelings also possess the ability to magically transport themselves a great distance out of any city. The bear-man is quite a fierce creature, and it should not be taken lightly in combat. Far too many foolhardy fighters have underestimated these warriors and not lived to tell the tale.

@@Mountain Giant
Mountain Giants are not the largest giants in the land, and in fact are considered by some to be large humans (which is not the truth). Their smaller size in comparison to creatures like ogres does not change the fact that they are still vastly powerful creatures. Not large enough to simply hop over the protective walls of cities like Ogres can, the Mountain Giant is still able to cross great distances through the toughest terrain in little time. As is true of most giants, the Mountain Giant makes a mockery of most cavalry troops, and can be one of the most deadly creatures in the world when protecting its home range.

@@Ogre
The Ogre is the undisputed giant of the underworld Goblin armies. A gigantic and powerful creature, a single Ogre can make mincemeat of most cavalry. In stories, Ogres are often described as vaulting over defensive walls of cities. These stories are not far from the truth. It is well known to the Goblins that a few Ogres can easily capture a city that relies too heavily on the safety of its walls. The most notorious instance of this was the battle at Newcastle, a human settlement that had gained a reputation for the wonders it produced. The ground sank one day, and 6 Ogres emerged. Newcastle assaulted with five full units of Rangers, leaving two groups of Housecarls to guard the city walls. The Rangers were able to kill one--and only one--Ogre before they were all lost. The Housecarls stood no chance, and the city fell within an hour.

@@Great Eagle
Poor shambling creatures of the night. Once men, now something far, far less. Implacable, hungry and full of hellish power.  The Nosferatu, by and large, have lost their wits and souls, their hope and reason.  One may retain a hint of human cunning, or some scattered fragments of his memories, but most cannot even speak.  Very few have anything like Dracula's power of thought and will.  (and it should be noted that even the Count's intellect is sometimes oddly deficient, or perhaps impaired by his instincts).  As a rule they keep almost none of their humanity, and are reduced to the lowest, basest and most degenerated sort of cravings. Do not be deceived because they wear the flesh of your friends or loved ones. They cannot feel any trace of their human connections. They thirst.  And that is all they feel.  They do not want your pity. They want your blood.

@@Fell Wraith
Many of the oldest churches in Transylvania were built by men who understood the threat of the Nosferatu, and knew something of how to keep them at bay.  There is a kind of Sanctity in these places-not as a metaphysical abstraction, but almost as a real, tangible presence. 

@@Tree Guard
In this part of the world, nothing is so feared as the terrifying, sudden wrath of an angry mob.  In more civilized parts of Europe Society has been freed from the tyranny of the mob by the invention of machine-guns, the portable mortar, grapeshot and other such scientific methods of crowd-control.  Yet in the barbarous reaches of Transylvania, the rage of the unwashed classes is still a thing to be dreaded.  If only there were some way to turn that anger against Count Dracula!

@@Thunderbolt
From the heavens to the earth, a blinding, crackling flash strikes down onto foes with the force of vengeance. The Thunderbolt is unimaginable until one has experienced it firsthand and lived to tell the tale. The poets tell of how the volcano god forged the first thunderbolts for the hand of Odin. This mighty magic is difficult to master. If your wizards have somehow managed to recreate the secret process the Great Smith used in that long gone day, you, too, could wield a power formerly reserved for the patriarch of the gods.

@@Fireball
Be certain that your foes do not acquire knowledge of the Fireball before you, or your cities will burn as the funeral pyre of your empire. No weapon--real or legendary--is more destructive. Be wary yourself of using these, for unmatched power has its own cost. The fireball's all-encompassing devastation breeds a lingering threat to the land. An ancient prophecy suggests that the earth itself will rebel against the use of such patently irresponsible magic. Playing with fire can get you burned.

@@Skald
Even among their fellow Gypsies, the Szgany are outcasts.  A clan with a troubled past and a dubious reputation, their only faith is in hard coin and their only loyalty is to Count Dracula.  They are the most dedicated of his many servants and perhaps the most dangerous.  As fierce as wild beasts themselves, they walk the Transylvanian forests without fear.  They are unwelcome in the villages and make their camps in the forest deeps or on high, remote crags, far from the haunts of men.  When travelers see the lights from a Szgany camp and hear the sound of music drift past them on the wind, they shudder and hurry on their way.  For some who have strayed to close to their campfires have disappeared, never to be seen again.

@@Fairy
It is said that at certain dread hours of night Dracula's black coach can be seen prowling the roads above the Borgo Pass.  Few have ever come close enough to see it clearly, and none have ever ridden in it and returned to tell the tale.  The coach is reportedly a magnificent vehicle, of an antiquated design, drawn by six coal-black horses.  Others claim that it is ancient, decaying, pulled by horses who have been flayed, or are all skin and bones, or nothing but the skeletons.  One thing is certain-beware the coach of Dracula!

@@Caravan
The stout yeomen of Transylvania are a mixture of Moldavians, Wallachians, Bulgars and older, more obscure stock.  Many armies have marched through this troubled land and many tribes have settled here across the centuries.  While most Transylvanians are short, dark, stocky men, no single "type" predominates here.  Transylvanians tend to be shy in the presence of outsiders, but are bold enough and do not lack spirit.  They do however prefer to protect their own homes and families against Count Dracula, rather than taking up arms against him.

@@Triton Legion
Enormous, loathsome bats make their homes in caves far up upon the most inaccessible mountain crags.  Much larger and fiercer than other bats, Professor Van Helsing tells us that their precise species has yet to be identified.  They are said to be creatures of ill-omen, to serve Count Dracula, and to feast upon human blood.  Whether any of these things are true is difficult to say, but it should be noted that the peasants always bar their windows at night, and regard the bats with a curiously potent dread.  They cringe at the sound of their chittering voices, the rustle of their leathery wings, the scrabbling of their filthy feet!

@@Jack O' Lantern
The Jack of the Lantern is a strange creature that many alchemists theorize are possessed vegetables--possessed by what is the question. As they are not very aggressive and generally have stories that intrigue those who listen, Jacks O'Lantern are found in most societies. These odd creatures seem to have no fear of venturing into the underworld or roaming the ocean floors. Only the skies are off limits to them. Jacks O'Lantern work very cheaply, and somehow always seem to find the fastest route to their destination, even when passing through uncharted territories. This makes the Jack O'Lantern extremely valuable as an inexpensive scout and forager of resources.

@@Skeleton
Though their wills have long since been stripped from their bodies, bones will always serve the right master. Skeletons are the perfect beasts of burden. Easily controlled and completely loyal, they scour the land and seas for their dark masters in search of secrets and treasures untold. These automatons of darkness never tire, never stop, and never, ever show any signs of sorrow or remorse for their actions. A skeleton's only duty, its only cause, is to serve the whims of its creator. Magically cheap and quite effective, a skeleton's only real drawback is the fact that no known spell can imbue it with the power of flight.

@@Barrow Wight
When a warrior is struck down in battle, sometimes their rage is so great that it will not leave this world. When this happens, a wight rises from the ashes of the fallen fighter to roam the land. These creatures cause havoc wherever they pass. Drawn to the sent of battle, a Barrow Wight is quick to show allegiance to its new dark master and eager to show its skill as a killer. The blood-lust of a wight and the incredible speed at which they can close in on a foe makes any group of them perfect shock troops.

@@Porpoise Pod
The Porpoise Pods are groups of highly intelligent fish used solely by the Merfolk as quick transportation through the ocean depths--and even above the sea. Due to their natural camouflage and keen senses, the pods are able to avoid being seen by the majority of life both in and out of the sea. Their size and strength is limited, and a pod is generally able to carry only one military unit. Porpoise Pods are sometimes used to transport Fireballs and Lightning Bolts, which is only possible because of their magical nature and incredible agility.

@@Lich
Not all skeletons lose their souls. Some hold on to their existence in this world through sheer force of will. Unwilling to pass on, these stubborn souls remain in their rotting bodies, festering in the hatred that is the only focus of their new existence. With a maleficent disgust for the living, these creatures are quick to join with a dark lord and his minions. In the service of an evil lord, they are free to gather their powers unhindered, until called on by their masters to perform whatever task requires the strength and abilities of a creature this foul. A Lich is a powerful puppet with the ability to rain down vast amounts of damage on its foe. These undead creatures are feared on the sea as widely as on  land.

@@Baba Yaga
Once he was Quincy Morriss, gentle giant, cultured cowboy, explorer and adventurer and solitary thinker.  Now in death he is a beast, and of everything that made him who he was, only his strength and his capacity for violence are left to him.  But they will be enough to suit his dread Master's purposes.  We have not heard the last of Quincy Morriss, I fear.

@@Frost Giant
Quincy feels his death close at his neck.  Out of the corners of his eyes he seems to see all his the dead men he has ever known beckoning from beyond the void.  But death, of course, is the least of his worries.  He will not be joining his old comrades or opponents in Hell, for the Devil yet has a use for him, here on Earth...

@@Giant Spider
Wounded, shaken and exhausted, Quincy struggles onward toward his goal.  Either he or Count Dracula will die.  If only death were all the poor man faced!  But I fear things are very much worse than that...

@@Kraken
Quincy Morriss makes his living herding cattle on the great Western plains of America.  But it would be a mistake to see him as a simple cowboy or a barbarous American.  He is both of those things, of course, but he is much more as well.  Quincy has traveled widely in Europe, has lived in London and Paris for years at a time.  With his old friend and rival, Arthur Holmwood, he has explored the desolate Russian steppes and the steaming South American jungles.  He has faced perils most men will never face, but he has never known tragedy or danger like this before.  He too loved Lucy Westerna, and lost her first to the grave and then to a hideous unlife.  He stood by as Arthur drove a stake through the poor girl's breast and never quite recovered from the sight.  Now he is determined to annihilate Count Dracula or die in the attempt. It is hard to tell which is more probable...

@@Ancient Dragon
The consecrated water of the Church's high rituals can be a potent weapon in the hands of one whose faith and will are strong. In the past Professor Van Helsing has not dared to risk profaning the holy symbol by using it for his own gain, but with the hour so dark and the outcome so uncertain, he has determined to take the chance. 

@@Jormungand's Spit
Professor Van Helsing feels his doom close at hand, but is determined to see the business through to its grim conclusion.  He will not quit the field, he has decided, until he or Count Dracula falls.  Somewhere the Fates laugh.

@@Warlock
Van Helsing has been gravely wounded, but for the sake of his young companions he soldiers on, ignoring their protestations that he rest.  Some little, gnawing part of him wonders if it is really dedication to his quest, or just the desire to die on the battlefield that drives him.  He pushes these thoughts down deep and tries not to dwell on them.

@@Human Hero
A tireless crusader against the forces of madness and mutation, Herr Doktor Professor Abraham Van Helsing is perhaps the greatest vampire hunter alive.  But he is old now, and has begun to feel his age. His limp grows worse, his infirmity draws near.  Van Helsing has begun to forget things, begun to find his mind wandering in circles. It amazes him that despite having faced death and eternal damnation so many times, he fears senility so much worse.  So far he has managed to conceal his condition from his young companions.  He hopes more than anything else to be able to defeat his old enemy, Count Dracula, before the last light fades.

@@Great Goblin
In death, Jack Seward retains more of himself than most of the dead.  His compassion, his reverence for science, the careful storehouse of his mind have all been reduced to ashes.  Yet his cunning, his patience and his implaccable strength of purpose are intact.  One could argue that he is far more dangerous than many vampires who have stalked the earth for much longer. But soon we will have the chance to judge for ourselves. For Jack has not forgotten his old companions.  and he thirsts... 

@@Merfolk Hero
To his astonishment, Jack finds enormous strength and clarity of purpose when he contemplates his impending death.  As a physician, he has no illusions about how badly his body has been wounded.  He will not survive another encounter with Count Dracula.  Indeed, he has at best another five years of life left in him.  He will never grow old, he will never complete his life's work on the causes of psychopathy, he will never write his memoirs or raise a family.  Another man might despair at this knowledge, but Jack finds only peace in it.  For now he knows that his life has been reduced to a single purpose--the destruction of Count Dracula. 

@@Infidel Hero
Dr. Seward feels himself closer to insanity or death than ever before.  The strain is affecting him badly, he fears.  Yet to his surprise, he has not broken yet in either mind or body.  A pleasant discovery.  Perhaps he is stronger than he had supposed...

@@Buteo Hero
A strange, dry man.  Cool in his passions, detached and scientific.  He is only twenty-eight, but seems much older, or perhaps ageless.  Although an unemotional man himself, Jack Seward is fascinated by the workings of dementia and has dedicated his life to the study of Abnormal Psychology. He has known Lord Godalming and Jonathan Harker for years, but was drawn into this shocking affair independantly, throught the strange case of a madman named Renfield. While he is a hard-headed rationalist, it became impossible to ignore the fact that something supernatural was at work in the Renfield case.  Jack has since burned the Renfield file and never speaks of the details, but whatever happened, it was enough to convince him that vampires exist. He has not told anyone that he too was in love with Lucy Westerna, or that her death has tormented him to the very brink of madness.

@@Elf Hero
Once he was Arthur Holmwood, Lord of Godalming, Gentleman Adventurer.  He spoke numerous languages and had seen parts of the world that few men know exist.  He was a cultured man, and learned, in a scattershot, self-directed sort of way.  But all of this has been obliterated now.  He is only a thing, and he knows only thirst. 

@@Stygian Lord
The final curtain draws near for Lord Godalming.  His body has been damaged, perhaps worse than he can hope to recover from.  His mind is a ragged jumble of loss, weariness and regret.  His soul is deeply exhausted.  And yet he staggers on, not broken yet--determined to spit his last breath at Count Dracula if need be.  Sometimes it seems odd to him that no one will ever hear the story of his last and greatest adventure.  Mostly though, he is too tired to care.

@@Merfolk Settler
Arthur Holmwood has always been strong, cool under fire and dispassionate in a crisis--the very model of the English Gentleman-Adventurer.  His old comrade, Quincy Morris, can tell some amazing stories about Arthur's level-headedness. But now the strain is beginning to show at last.

@@Buteo Settler
Arthur Holmwood has spent his life wandering the forgotten corners of the world, in the pursuit of adventure. Yet in the past year Arthur has known more tragedy, terror, danger and grief than in the rest of his life combined.  A year ago he had never heard the name of Dracula. He fell in love, to his amazement, quite suddenly with a young woman named Lucy Westerna, and won her (over his old friend and rival, Quincy Morris) and would have married her. And Dracula took her.  And she rose from the grave.  And Arthur drove a stake through her heart--though it felt as though he drove it through his own.  And then his father died.  He is now the Lord of Godalming--a title he never wanted and that he does not know what to do with.  He senses that this may be his last adventure, and is not sure he cares.

@@Goblin Miner
Once he was Jonathan Harker, Lawyer, beloved husband, tireless crusader against the forces of evil.  Now he is nobody--a thing that feasts on blood and thrives on wickedness.  If any flicker of the brave, gentle, troubled young man who was Jonathan Harker yet survives within the creature, it cannot be seen.

@@Elf Settler
Sick in body, weary of soul and low on blood, Jonathan Harker nonetheless struggles stubbornly on.  He is brave, but one look at him is enough to tell that he will not live long.  His hair has turned entirely gray, and no one would ever suspect that he is only twenty-five.

@@Stygian Settler
With the crucifix in his possession, Mr. Harker may at last be able to face his old enemy, Count Dracula, on something more like equal terms!  But his hand will have to be swift and sure, for the dead travel fast...

@@War Elephant
Mr. Jonathan Harker was the first of our heroes to encounter Count Dracula, and he knows more of the Count's secrets than any of them(save possibly for Dr. Van Helsing).  Mr. Harker was the solicitor who arranged for the Count to buy Carfax Abbey in London.  He stayed at Castle Dracula for some months arranging the details of the sale, and only just barely escaped with his life, mind and soul intact.  While Mr. Harker can only dimly recall the details of those dark days, he kept a journal, which is one of our best sources of information.  His beloved young wife Wilhelmina has been unfortunate enough to draw the Count's Special Attention, and if steps are not taken, may become the next of Dracula's Brides.

@@Giant Flytrap
Once the Sacred Host is in his possession, Lord Godalming becomes more formidable than ever.  Now his iron will and steady hand have a supernatural power that Dracula himself fears behind them.  Who would have thought that these little communion wafers held such potent forces locked within them?

@@Dragon
Sabina is the youngest of Dracula's three brides, but she is nonetheless both old and formidable--far more dangerous and powerful than ever poor Lucy Westerna was.  No vampire is ever to be taken lightly, and like all of Dracula's Brides, Sabina is much stronger than most.

@@Griffin
Jonathan Harker's journal describes Magda as the "little dark one" of Dracula's Brides. His brief account of her seems almost dismissive compared to her sisters, but this is misleading.  Magda is ancient, powerful and unspeakably dangerous--a vampire who is to be treated with the utmost discretion.

@@Worm
Jonathan Harker's journal describes the tall, blonde Erzabet as the oldest, strongest, most beautiful and terrible of Dracula's three Brides.  It is however also clear that he was more than a little infatuated with her, and that this may have clouded his judgment.  Regardless, Erzabet is beyond question a powerful and dangerous vampire, centuries old and capable of any outrage.

@TERRAIN_AND_RESOURCE_DESCRIPTIONS
;
@@TERRAIN_INDEX
10,			;Haunted Forest
30,			;Wildlands
8,			;Glade
18,			;Old Forest
11,			;Hills
16,			;Mountains
1,			;Blasted Lands
12,			;Ice Barrens
19,			;Primeval Swamp
29,			;Wastelands
17,			;Ocean
24,			;Spirits
15,			;Mammoth
8,			;Glade
7,			;Giant Elk
13,			;Iron
9,			;Gold
3,			;Dragon Lair
14,			;Jormungand
26,			;Tar Pit
21,			;Salt
22,			;Sea Monster
25,			;Sulfurous Vent
2,			;Cave Bear
8,			;Glade
4,			;Fairy Ring
28,			;Volcano
23,			;Silver
5,			;Gem Mine
20,			;Rainbow
27,			;Timber
6,			;Geyser
0,			;Armored Fishes
47,			;Sea Floor
46,			;Sea Bed
-1,			;NONE
32,			;Coral Reef
52,			;Trench
16,			;Mountains
31,			;Bedrock
36,			;Ice Cap
45,			;Sargasso Sea
50,			;Smoker
43,			;Dry Land
44,			;Oyster Bed
38,			;Kelp Forest
-1,			;NONE
34,			;Fish School
41,			;Lava Vent
42,			;Mineral Deposit
35,			;Granite Vein
37,			;Ice Nodule
33,			;Eels
51,			;Sulfides
39,			;Krill
-1,			;Oyster Bed
-1,			;Kelp Forest
-1,			;NONE
48,			;Sea Garden
-1,			;Lava Vent
-1,			;Mineral Deposit
-1,			;Granite Vein
-1,			;Ice Nodule
-1,			;Eels
-1,			;Sulfides
49,			;Shipwreck
31,			;Bedrock
58,			;Fire Chamber
56,			;Cave of Wonders
65,			;Ice Chamber
70,			;Tunnel
54,			;Blue Room
-1,			;NONE
-1,			;NONE
69,			;Slime Cave
53,			;Bat Cavern
71,			;Vaulted Sea
35,			;Granite Vein
59,			;Fire Spout
62,			;Gilt Sword
61,			;Gems
57,			;Diamonds
60,			;Fungal Groves
-1,			;NONE
-1,			;NONE
63,			;Green Slime
64,			;Guano
55,			;Cave Fish
-1,			;Granite Vein
-1,			;Fire Spout
-1,			;Gilt Sword
-1,			;Gems
66,			;Inky Pool
67,			;Limestone
-1,			;NONE
-1,			;NONE
-1,			;Green Slime
-1,			;Guano
68,			;Plesiosaur
75,			;Hurricane
-1,			;Hurricane
-1,			;NONE
86,			;White Cloud
76,			;Magic Cloud
81,			;Storm Cloud
-1,			;NONE
-1,			;NONE
72,			;Cyclone
83,			;Typhoon
80,			;Sky
73,			;Eye
-1,			;Eye
-1,			;NONE
79,			;Ozone Hole
77,			;Magic Node
82,			;Thunderhead
-1,			;NONE
-1,			;NONE
-1,			;Eye
-1,			;Eye
84,			;Updraft
-1,			;Eye
-1,			;Eye
-1,			;NONE
85,			;Whirlwind
78,			;Northern Lights
74,			;Heat Lightning
-1,			;NONE
-1,			;NONE
-1,			;Eye
-1,			;Eye
-1,			;Updraft
-2,			; MUST BE HERE! TERMINATOR!

@@Armored Fishes
Ugh!  What could be stirring in that filthy water?  Even the green slimy algae will not grow there.  What living thing could dwell there?  But it moved--something definitely moved.  Or did it? I saw it only from the corner of my eye.  I cannot be sure that I actually--there it is again!

@@Blasted Lands
There may be valleys, buried among the highest mountain peaks, where the ground dips low enough to be habitable.  What would it be like to inhabit such a vale, cut off forever from the outside word by the surrounding mountains?  Quincy has heard of these things in South America, where the high upland valleys can hold weird ruins or even lost tribes who have remained undiscovered for centuries.  But surely such a thing could not be possible in Europe--even in a place so distant and remote as Transylvania. Could it? 

@@Cave Bear
It is not common knowledge in every village, but those who have traveled widely know that the bears, like humans, are divided into many families. There are black and brown bears, fishing bears and hunting bears, the Great Bear and the were-bear, and more. Perhaps the best known to civilized folk is the cave bear. These animals are dangerous, but the warmth of their fur and the fuel made from their fat allows many children to survive the winter when otherwise they would not. Before hunting cave bear, it is important to learn when to go out and which to capture. If we do not hunt wisely, so that the bear family continues to thrive, then we will soon find that there are no bears to hunt, and our children will freeze.

@@Dragon Lair
The highest reaches of the mountains are buried hundreds of feet deep in ice.  Great rivers of the stuff creep down the slopes, too slowly for the human eye to perceive.  The surface of a glacier is reportedly a treacherous place, apt to give way and send whatever brave explorer has ventured out onto its frigid expanses tumbling to some nameless fate at the bottom of a crevasse.  No one has yet attempted such a thing in the Carpathians.  The local people would look at you as though you were insane for even suggesting such a thing.

@@Fairy Ring
What a curious thing to find here, so far from any track or road or sign of human habitation.  There is not so much as the ruins of an old farmhouse visible for miles.  Who could have made such a thing? Why do so here, of all places? Or was it made at all?  Could it be a trick of our mind and its ability to draw patterns where none exist? Perhaps we should go.  Something about it causes one to feel uneasy, for no reason one can clearly identify.

@@Gem Mine
What a curious thing to find here, so far from any track or road or sign of human habitation.  There is not so much as the ruins of an old farmhouse visible for miles.  Who could have made such a thing? Why do so here, of all places? Or was it made at all?  Could it be a trick of our mind and its ability to draw patterns where none exist? Perhaps we should go.  Something about it causes one to feel uneasy, for no reason one can clearly identify.

@@Geyser
What a curious thing to find here, so far from any track or road or sign of human habitation.  There is not so much as the ruins of an old farmhouse visible for miles.  Who could have made such a thing? Why do so here, of all places? Or was it made at all?  Could it be a trick of our mind and its ability to draw patterns where none exist? Perhaps we should go.  Something about it causes one to feel uneasy, for no reason one can clearly identify.

@@Giant Elk
There is still a great deal of wild game in the woods and hills of Transylvania, including many animals long since hunted to extinction in the rest of Europe.  The wily Ibex, the woolly Chamois, the Elk, and even wolves and bears can still be found living wild in this part of the world. 

@@Glade
The Transylvanian countryside is charming and rustic.  Full of tidy little Balkan farmhouses and crumbling ruins.  The people are shy, suspicious and Catholic, but warm-hearted and generous for all that.  Still, this is not like the farm country of England.  It is less populated, there are fewer outlying settlements.  No vacationers make their summer homes here, and no one travels by night.  It is an old country, and lags behind the western parts of Europe in many ways.  Strange superstitions are still practiced here. Curious customs long extinct in most of Europe are still observed.  A strange place, Transylvania.

@@Gold
Gold has been mined in these hills for millenia.  Indeed, some of the oldest gold ornaments ever found were just on the far side of the mountains, in Wallachia.  Not that gold has ever done the people who live here any good.  In all the Balkans' long and troubled history, Gold has been just another thing to shed blood over.  Countless armies large and small have marched across this landscape, spilling one anothers' blood for the glitter of gold.  This land is steeped in blood and gold.  It has seeped down to the very mountains' roots.

@@Haunted Forest
Warped and corrupted regions where nothing wholesome grows.  All the trees are dead, neither shrub nor fungus nor even lichen will grow. Here the very earth seems poisoned by evil.  Animals avoid these places, as though warned by some instinct not to venture there.  Even the insects seem to have vanished from these dead regions.  A traveler will hear no sound but their breath.  Great sharp stones thrust up from the tortured dirt like teeth, cutting through the soles of the toughest boots, fouling the wheels of carts, laming horses and wounding feet.  Over all, there hangs an indefinable miasma of horror, stillness, mordancy and decay.

@@Hills
Though they are picturesque and tranquil by the light of day, the hills of Transylvania are wild and old.  Savage beasts still stalk the valleys and ravines.  Strange rituals still are practiced here beneath the lambent moon. Despite the shepherds with their flocks, despite the sounds of cows lowing in the meadows, these are not the hills of England.  The shadow-haunted forests and fearsome peaks of the Carpathians lie just beyond...

@@Ice Barrens
The very highest peaks of the Carpathians are inaccessible to man.  They might as well lie in the uninhabitable upper reaches of the Himalayas or on the surface of the moon.  At a distance one can see the glaciers and the perpetual snowfields glittering with a cold and sterile brilliance.  But no human foot has ever trod those snows.  In the Swiss Alps, a few mad adventurers have been attempting to make a science out of mountaineering, but none of these isolated thrill-seekers have ever set foot in the Carpathians. In any case most Europeans regard them as crazed upper-class eccentrics, pursuing a hopeless goal.  It is a matter of acknowledged scientific fact that peaks like the Matterhorn and the Eiger will never be climbed.

@@Iron
What a curious thing to find here, so far from any track or road or sign of human habitation.  There is not so much as the ruins of an old farmhouse visible for miles.  Who could have made such a thing? Why do so here, of all places? Or was it made at all?  Could it be a trick of our mind and its ability to draw patterns where none exist? Perhaps we should go.  Something about it causes one to feel uneasy, for no reason one can clearly identify.

@@Jormungand
Glittering fields of ice, far above the reach of ordinary mortal travelers.  Even the birds do not fly that high, to where the snow never melts and the air grows thin.

@@Mammoth
What a curious thing to find here, so far from any track or road or sign of human habitation.  There is not so much as the ruins of an old farmhouse visible for miles.  Who could have made such a thing? Why do so here, of all places? Or was it made at all?  Could it be a trick of our mind and its ability to draw patterns where none exist? Perhaps we should go.  Something about it causes one to feel uneasy, for no reason one can clearly identify.

@@Mountains
The high, forbidding Carpathians loom over Transylvania like an evil portent.  They are not as tall as the Swiss Alps, yet they are more rugged, more difficult to climb and in some obscure way less wholesome to the eye.  The wind twists the rocks into evil shapes and howls over the crags as though in pain.  Sometimes, in the dead of night, it makes sounds that are difficult to explain by any normal means.  Sudden storms of incredible ferocity spring up without the slightest warning here, and more than one mountain traveler has been swept away to their doom in some lonely chasm or simply never seen again. Shepherds sometimes graze their flocks on the lower slopes, but will not venture up to the highest places--even by day.  Wolves and even bears are said to walk the heights, as well as worse things...

@@Ocean
The moat of Castle Dracula is murky and slick with filth.  Even scum won't grow on its malodorous surface.  Still and shimmering with an unnatural sheen, it sometimes stirs and ripples when there is no breeze.  No one sane would venture into that water--the mere thought of touching it is nauseating.

@@Old Forest
The forests of Transylvania are deeper and wilder and more terrible than any English wood.  Even the darkest, most primitive and barbarous parts of Wales have no forests that compare to these.  Here great swaths of trees have never been cut by human hands at all, and have stood since those murky days before the very dawn of man.  Some of the ancient forest titans watched as knights in armor fought one another across these savage hills. Some were here to see the Roman Legions march past.  The local peasants regard the forest with superstitious awe and dread.  They never linger there at night--and with good reason. For wild beasts still lurk in the depths of these woods, and sometimes attack travelers for no apparent reason.

@@Primeval Swamp
Deep and feculent with a wild and frenzied life anathema to all civilization and goodness.  There among the maddening sound of insects and the slither of reptiles, who knows what things are done or imagined?  What desperate crimes conceived?  What secret names intoned?  No well-bred Englishman would venture into the suppurating wetness and vile miasma of the swamps.  The very thought makes one grow faint with strange, half-buried sentiments.

@@Rainbow
On the arid, airless mountain heights one finds regions locked in such unending cold that the snow there never melts, and instead grows thicker and deeper from year to year.  Scientists debate the precise composition of these eternal snows, but in all likelihood the question will never be resolved--for who could venture high enough to return with a sample?

@@Salt
Some...force, some presence haunts this place.  We can feel it.  Something invisible and intangible and yet hungry stalks these woods, unseen.  How long has it been here?  Does it still have a name?  Did it ever?  What does it want?

@@Sea Monster
Sea Monsters?  But that makes no sense--even if there were such things (and I do conceed that the existance of Vampires forces us to re-assess many of these other old myths) we're hundreds of miles from the Black Sea and further still from the Aegean, or any other large body of water. Sea Monsters!  The very idea!

@@Silver
There are extensive silver deposits in the Capathians.  Like the gold that can also be found here, the silver in these hills seems to have done little to make the local people happy or wealthy and has instead served for centuries as yet another thing for their masters to fight over.  What crimes have the mountains seen, commited in the name of silver?

@@Spirits
Some...force, some presence haunts this place.  We can feel it.  Something invisible and intangible and yet hungry stalks these woods, unseen.  How long has it been here?  Does it still have a name?  Did it ever?  What does it want?

@@Sulfurous Vent
A dead valley, where nothing living stirs the contaminated air.  A pocket of greater evil within the foulness that has tainted Count Dracula's domain.  The Shadowlands (as Dr. Van Helsing calls them) are saturated with evil. But this place is worse, somehow.  As though the odious and terrible power that haunts these regions were somehow concentrated here.  Something dire is close at hand--very close.  Or some terrible thing took place here, or this spot is haunted by spirits so ferocious and malign that they can nearly touch the material world.  This would be a dreadful place to find oneself at noon.  Imagine what it would be like at midnight, when the foul vapors rise from the ground and faceless things from beyond the void walk the earth.

@@Tar Pit
The very worst sort of place in a swamp.  And considering that a swamp itself is not the sort of place one would want to be seen, it would truly be disgraceful to venture into a place like this, even for purely scientific purposes.

@@Timber
For the craftsman, wood is perhaps the most useful material found in nature. Stands of timber become homes, wagons, furniture, utensils, decorative art, game pieces, and hundreds of other useful, everyday things. Though the timber itself is of no use to practitioners of magic, the discarded bits--bark, leaves, roots, and so on--are required components of many common spells. Thus, an over-forested area in need of managed clearing is a great resource for any city, especially if it is sustained by cautious cutting--and a little magic.

@@Volcano
In some parts of Transylvania, one encounters curiously marked stones, set upright in the ground as though by some human agency.  None of the peasants know what the stones are for or what the markings mean, yet regard it as good luck to come across one.  They are far more ancient than the Slavs or the Wallachs or the Bulgars or any other tribe that presently makes their home here.  Older than Christendom, it is said.  Older than Rome.  Whoever left these stones here, it is clear that they regarded these monuments as supremely important, for one sometimes comes across them in the oddest and most remote places, and it is hard to see how anyone could have transported them so far. 

@@Wastelands
This is the place the woodsman tell uneasy stories about. The animals are silent, or suddenly shriek in madness and pain.  The trees are twisted into terrifying shapes, and almost have faces.  Nasty faces, all cruel and spiteful and crafty.  There is an ominous feeling, a vague anxiety that steals over one in this part of the forest. The woods seem somehow...aware.  It is as though a thousand hostile eyes watch us, unseen. As though the trees were hungry.  As though the forest itself thirsted.  Clearly this forest has fallen under Dracula's sinister influence.  Tread lightly, for here even the trees may be on his side...

@@Wildlands
The Transylvanian countryside is charming and rustic, full of tidy little Balkan farmhouses and crumbling ruins.  The people are shy, suspicious and Catholic, but warm-hearted and generous for all that.  Still, this is not like the farm country of England.  It is less populated, and there are fewer outlying settlements.  No vacationers make their summer homes here, and no one travels by night.  It is an old country, and lags behind the western parts of Europe in many ways.  Strange superstitions are still observed here. Curious customs long extinct in most of Europe are still practiced.  A strange place, Transylvania.

@@Bedrock
The moat of Castle Dracula is murky and slick with filth.  Even scum won't grow on its malodorous surface.  Still and shimmering with an unnatural sheen, it sometimes stirs and ripples when there is no breeze.  No one sane would venture into that water--the mere thought of touching it is nauseating.

@@Coral Reef
Castle Dracula is filled with all sorts of random flotsam and detritus.  This is hardly unexpected.  The Count seems content to live in filth and decay.  No servants would remain in a place like this for long, the Szgany live dirty lives themselves and even the Brides cannot be bothered to clean up such a mess.  As decades pass, more furniture and masonry falls apart, more dust and cobwebs and bits of things accumulate.  In all likelihood this place has not seen a proper spring cleaning for centuries.  At times one sees the most unexpected (or most disquieting) things scattered amongst the trash.

@@Eels
More unappetizing remains.  Indeed, the whole castle is in an appalling state of decay (apart from the walls themselves, which are still solid enough). It is really quite peculiar that with all his wealth and power, Count Dracula still chooses to live like this.  It makes no sense.  But there is another and yet more upsetting puzzle here.  The floors of Castle Dracula are thick with dust and scattered bits of litter.  It looks as though the grime and trash have not been disturbed in years. Yet Dracula and his three brides live here, if one can use the term "live" loosely. Can it be that they don't visit certain rooms for years at a time?  Or is it something worse?  

@@Fish School
An old chair, big, heavy and brutal in its lines, like most of Castle Dracula's furniture.  This looks very much like one of the chairs that Jonathan Harker describes in his journal.  In his account, he speaks of having felt a little like a child during his stay in Castle Dracula, dwarfed by the size of the furnishings.  Probably worth a great deal of money as an antique, although it has been scuffed and scarred from at least two centuries of careless use. Despite its obvious age and value, we find it here, thrown at random in one corner of a room. Count Dracula treats his things as badly as his people, it seems. 

@@Granite Vein
Despite its poor soil, parts of the courtyard have been overrun by brambles.  Evil, wicked looking bushes with cruel barbs and hooks, tangled and hungry.  They push up from the dead earth with an obscene and unnatural vitality.  The air in the yard is as still as death, but I could have sworn I saw the branches tremble...

@@Ice Cap
The stables are in a terrible state. The straw has long since rotted from neglect.  A few horse bones lie scattered about.  It is troubling to think that the Count may have purchased horses for some long forgotten task, used them once or twice and then simply let them starve in their stalls.  Or drank their blood.  And another question presents itself.  These stables clearly haven't seen use in years.  What then, does Dracula use to pull his carriage?

@@Ice Nodule
Now this, I'm not afraid to tell you, I really don't care for.  Not at all.  I am uncertain as to exactly what sort of bones these are, or what has left them here, but I am entirely sure that it can do us no good whatever to know.  Or even to think of it, come to that.  Yes, best on the whole to ignore the question.  Although upon closer examination those bones do have an exceptionally fresh sort of look about them...

@@Kelp Forest
This place is choked with cobwebs, some fresh, some old, some positively ancient.  It is just as Mr. Harker's journal described it--but I always assumed he had exagerated this part of his account. How on earth can Count Dracula live in a place so thick with spiderwebs?  Why does his castle show every sign of having lain undisturbed in its decay for years, when we know he walks these halls every night?  Something unnatural is at work here, I fear.

@@Krill
Ulp!  Are those... human bones embedded in that wall?  Surely that can't be true--not even Count Dracula would... They really do appear to be bones, don't they?  Well, no doubt it's  some trick of the light.  Best not to think about it really. 

@@Lava Bed
This resource was removed, but it's a big pain to renumber all the ones after this, so we left this in the file as a place holder.

@@Lava Vent
Here the floor is made of massive flagstones, which, while coated with layers of dust, have held up better than most of the castle.  This appears to be some of the oldest construction, as well as the most solid.  Indeed, the style of masonry is curiously antique, as though these were the remains of a building that actually predates Castle Dracula, but stood upon the same spot.  Certainly this kind of work was antiquated by the reign of the Vlads in the Fifteenth Century.  In places it looks almost pre-Roman.

@@Mineral Deposit
This door has been smashed off its hinges and lies on the floor.  How could such a thing have happened?  The door itself is made of massive timbers, bound with iron.  The hinges are the size of a man's foot, with iron pins as thick as two fingers.  From the workmanship we can see that the door is more than two hundred fifty years old, and should have lasted two hundred fifty more.  Yet some enormous force has torn it cleanly off its fittings, and recently, from the look of it.  The dust and debris on the floor is still disturbed. What has been taking place here?  

@@Ocean Depths
Massive, heavy and many feet thick, the ancient walls of Castle Dracula have stood for centuries.  They have repelled assaults from Wallachs, Bulgars, Turks and the forces of time itself.  They are as old and as strong as their master, Dracula.  Looking up at these mighty stone ramparts one wonders how we could ever overcome them, when so many before us have failed.

@@Oyster Bed
Through long years of disuse, parts of the courtyard have become choked with brambles.  Evil, wicked looking bushes with cruel barbs and hooks, tangled and hungry.  They push up from the dead earth with an obscene and unnatural vitality.  The air in the yard is as still as death, but I could have sworn I saw the branches tremble...

@@Sargasso Sea
This floor has been done in green marble.  The style is perhaps three hundred years old.  It is a hideous, vivid, poison green.  Exceedingly questionable taste, though of course one doesn't want to criticize.  The fashions of previous eras and foreign countries are frequently more garish than our own. Despite the ghastly color, it is in better repair than most of the floors in Castle Dracula, and has less dust and litter.  

@@Sea Bed
Here the floor has been finished with red tile.  It must have been a vivid effect, if a trifle vulgar.  Now the tile is in poor repair, though the floor underneath it seems solid enough. Like most of the furnishings in Castle Dracula, the Count has allowed it to erode away. Please refrain from joking that it looks better this way.

@@Sea Floor
One might expect the courtyards of Castle Dracula to be overgrown with weeds.  But despite the years of neglect, almost nothing grows here.  The soil is grey and exhausted, weary and thin.  At once one senses that something is not right about this place, but it takes a moment to give shape to one's apprehension.  Than one realizes that there is no sound at all.  No birds, no insects, nothing but the noise of one's own footfalls, echoing flatly from the walls.

@@Sea Garden
This place is choked with cobwebs, some fresh, some old, some positively ancient.  It is just as Mr. Harker's journal described it--but I always assumed he had exagerated this part of his account. How on earth can Count Dracula live in a place so thick with spiderwebs?  Why does his castle show every sign of having lain undisturbed in its decay for years, when we know he walks these halls every night?  Something unnatural is at work here, I fear.

@@Shipwreck
Ulp!  Are those... human bones embedded in that wall?  Surely that can't be true--not even Count Dracula would... They really do appear to be bones, don't they?  Well, no doubt it's  some trick of the light.  Best not to think about it really. 

@@Smoker
Here the floor is made of massive flagstones, which, while coated with layers of dust, have held up better than most of the castle.  This appears to be some of the oldest construction, as well as the most solid.  Indeed, the style of masonry is curiously antique, as though these were the remains of a building that actually predates Castle Dracula, but stood upon the same spot.  Certainly this kind of work was antiquated by the reign of the Vlads in the Fifteenth Century.  In places it looks almost pre-Roman.

@@Sulfides
A huge brass bowl, resting on a single stone support.  It bears the marks from having been lit many hundreds of times over the years, and like most of Count Dracula's posessions, appears to have been treated carelessly.  This brazier has been lit within the past hour, and is still burning.  We would appear to be drawing close.

@@Trench
Massive, heavy and many feet thick, the ancient walls of Castle Dracula have stood for centuries.  They have repelled assaults from Wallachs, Bulgars, Turks and the forces of time itself.  They are as old and as strong as their master, Dracula.  Looking up at these mighty stone ramparts one wonders how we could ever overcome them, when so many before us have failed.

@@Bat Cavern
Here the floor is made of massive flagstones, which, while coated with layers of dust, have held up better than most of the castle.  This appears to be some of the oldest construction, as well as the most solid.  Indeed, the style of masonry is curiously antique, as though these were the remains of a building that actually predates Castle Dracula, but stood upon the same spot.  Certainly this kind of work was antiquated by the reign of the Vlads in the Fifteenth Century.  In places it looks almost pre-Roman.

@@Blue Room
The Drawbridge of Castle Dracula is surprisingly solid, for wood that must be centuries old.  This is particularly remarkable in light of how badly so many of the castle's furnishings have deteriorated.  It is comforting to have something this solid underfoot when passing across the unspeakably vile and fetid water of the moat.  Yet the way the drawbridge rests low upon the awful murk gives no comfort. The greasy, nauseating surface is mere inches from one's shoes.

@@Cave Fish
Ulp!  Are those... human bones embedded in that wall?  Surely that can't be true--not even Count Dracula would... They really do appear to be bones, don't they?  Well, no doubt it's  some trick of the light.  Best not to think about it really. 

@@Cave of Wonders
The floors of Castle Dracula are, for the most part, made of uneven stone masonry, under a thick coating of dust and debris.  Count Dracula never seems to clean it, which is hardly surprising, in light of how difficult it must be for him to keep servants.  One can hardly order bloodthirsty mountain bandits to clean one's floors and expect worthwhile results. Nor would it be any less absurd to command the wolves and bats to take up mops and feather dusters.  And so the floors remain in a shocking state. In places one can see the decaying remnants of carpets and tapestries and even stains, the source of which it is probably better not to speculate about.

@@Diamonds
A deep, dark, nasty sort of pit.  The sort of thing it might be better to avoid, quite frankly.  I don't care for the kind of feel it has about it, if you know what I mean.  Let alone those red eyes blinking up at us from beneath.  No, I must say that I don't fancy it at all.

@@Fire Chamber
Here the floor has been finished with red tile.  It must have been a vivid effect, if a trifle vulgar.  Now the tile is in poor repair, though the floor underneath it seems solid enough. Like most of the furnishings in Castle Dracula, the Count has allowed it to erode away. Please refrain from joking that it looks better this way.

@@Fire Spout
This place is choked with cobwebs, some fresh, some old, some positively ancient.  It is just as Mr. Harker's journal described it--but I always assumed he had exaggerated this part of his account. How on earth can Count Dracula live in a place so thick with spiderwebs?  Why does his castle show every sign of having lain undisturbed in its decay for years, when we know he walks these halls every night?  Something unnatural is at work here, I fear.

@@Fungal Groves
This door has been smashed off its hinges and lies on the floor.  How could such a thing have happened?  The door itself is made of massive timbers, bound with iron.  The hinges are the size of a man's foot, with iron pins as thick as two fingers.  From the workmanship we can see that the door is more than two hundred fifty years old, and should have lasted two hundred fifty more.  Yet some enormous force has torn it cleanly off its fittings, and recently, from the look of it.  The dust and debris on the floor is still disturbed. What has been taking place here?  

@@Gems
An old chair, big, heavy and brutal in its lines, like most of Castle Dracula's furniture.  This looks very much like one of the chairs that Jonathan Harker describes in his journal.  In his account, he speaks of having felt a little like a child during his stay in Castle Dracula, dwarfed by the size of the furnishings.  Probably worth a great deal of money as an antique, although it has been scuffed and scarred from at least two centuries of careless use. Despite its obvious age and value, we find it here, thrown at random in one corner of a room. Count Dracula treats his things as badly as his people, it seems. 

@@Gilt Sword
Good masonry, this.  Really exceptionally fine construction work. A bit rough and inelegant, of course, and the stones themselves are not of the highest grade, but the mason appears to have made the very best and most careful use of the materials.  From the look of the stonework, I would say that this section was completed somewhat later than the main bulk of the castle itself--perhaps two hundred years ago.  Of course all the stonework in Castle Dracula is so solid and durable that one wonders why this spot needed repairs, and why Dracula has not maintained the castle at all since then.

@@Green Slime
More unappetizing remains.  Indeed, the whole castle is in an apalling state of decay (apart from the walls themselves, which are still solid enough). It is really quite peculiar that with all his wealth and power, Count Dracula still chooses to live like this.  It makes no sense.  But there is another and yet more upsetting puzzle here.  The floors of Castle Dracula are thick with dust and scattered bits of litter.  It looks as though the grime and trash have not been disturbed in years. Yet Dracula and his three brides live here, if one can use the term "live" loosely. Can it be that they don't visit certain rooms for years at a time?  

@@Guano
Here the floor is made of massive flagstones, which, while coated with layers of dust, have held up better than most of the castle.  This appears to be some of the oldest construction, as well as the most solid.  Indeed, the style of masonry is curiously antique, as though these were the remains of a building that actually predates Castle Dracula, but stood upon the same spot.  Certainly this kind of work was antiquated by the reign of the Vlads in the Fifteenth Century.  In places it looks almost pre-Roman.

@@Ice Chamber
Castle Dracula is filled with all sorts of random flotsam and detritus.  This is hardly unexpected.  The Count seems content to live in filth and decay.  No servants would remain in a place like this for long, the Szgany live dirty lives themselves and even the Brides cannot be bothered to clean up such a mess.  As decades pass, more furniture and masonry falls apart, more dust and cobwebs and bits of things accumulate.  In all likelihood this place has not seen a proper spring cleaning for centuries.  At times one sees the most unexpected (or most disquieting) things scattered amongst the trash.

@@Inky Pool
A deep, dark, nasty sort of pit.  The sort of thing it might be better to avoid, quite frankly.  I don't care for the kind of feel it has about it, if you know what I mean.  Let alone those red eyes blinking up at us from beneath.  No, I must say that I don't fancy it at all.

@@Limestone
This place is choked with cobwebs, some fresh, some old, some positively ancient.  It is just as Mr. Harker's journal described it--but I always assumed he had exaggerated this part of his account. How on earth can Count Dracula live in a place so thick with spiderwebs?  Why does his castle show every sign of having lain undisturbed in its decay for years, when we know he walks these halls every night?  Something unnatural is at work here, I fear.

@@Plesiosaur
Ulp!  Are those... human bones embedded in that wall?  Surely that can't be true--not even Count Dracula would... They really do appear to be bones, don't they?  Well, no doubt it's some trick of the light.  Best not to think about it really. 

@@Slime Cave
This floor has been done in green marble.  The style is perhaps three hundred years old.  It is a hideous, vivid, poison green.  Exceedingly questionable taste, though of course one doesn't want to criticize.  The fashions of previous eras and foreign countries are frequently more garish than our own. Despite the ghastly color, it is in better repair than most of the floors in Castle Dracula, and has less dust and litter.  

@@Tunnel
A great fissure has split the very rock that Castle Dracula stands upon.  So deep and long that it is a wonder the whole structure hasn't collapsed.  This is a real testament to the strength of the castle's walls.  The chasm itself is narrow enough that someone like Quincy Morris might be able to jump across it.  Yet there is something about it that suggests that one ought not to try.  Strange vapors rise from the depths like the very breath of Hell itself.  Anything might be down there. 

@@Vaulted Sea
Massive, heavy and many feet thick, the ancient walls of Castle Dracula have stood for centuries.  They have repelled assaults from Wallachs, Bulgars, Turks and the forces of time itself.  They are as old and as strong as their master, Dracula.  Looking up at these mighty stone ramparts one wonders how we could ever overcome them, when so many before us have failed.

@@Cyclone
This floor has been done in green marble.  The style is perhaps three hundred years old.  It is a hideous, vivid, poison green.  Exceedingly questionable taste, though of course one doesn't want to criticize.  The fashions of previous eras and foreign countries are frequently more garish than our own. Despite the ghastly color, it is in better repair than most of the floors in Castle Dracula, and has less dust and litter.  

@@Eye
Despite its poor soil, parts of the courtyard have been overrun by brambles.  Evil, wicked looking bushes with cruel barbs and hooks, tangled and hungry.  They push up from the dead earth with an obscene and unnatural vitality.  The air in the yard is as still as death, but I could have sworn I saw the branches tremble...

@@Heat Lightning
This place is choked with cobwebs, some fresh, some old, some positively ancient.  It is just as Mr. Harker's journal described it--but I always assumed he had exaggerated this part of his account. How on earth can Count Dracula live in a place so thick with spiderwebs?  Why does his castle show every sign of having lain undisturbed in its decay for years, when we know he walks these halls every night?  Something unnatural is at work here, I fear.

@@Hurricane
One might expect the courtyards of Castle Dracula to be overgrown with weeds.  But despite the years of neglect, almost nothing grows here.  The soil is grey and exhausted, weary and thin.  At once one senses that something is not right about this place, but it takes a moment to give shape to one's apprehension.  Then one realizes that there is no sound at all.  No birds, no insects, nothing but the noise of one's own footfalls, echoing flatly from the walls.

@@Magic Cloud
A great fissure has split the very rock that Castle Dracula stands upon.  So deep and long that it is a wonder the whole structure hasn't collapsed.  This is a real testament to the strength of the castle's walls.  The chasm itself is narrow enough that someone like Quincy Morris might be able to jump across it.  Yet there is something about it that suggests that one ought not to try.  Strange vapors rise from the depths like the very breath of Hell itself.  Anything might be down there. 

@@Magic Node
A deep, dark, nasty sort of pit.  The sort of thing it might be better to avoid, quite frankly.  I don't care for the kind of feel it has about it, if you know what I mean.  Let alone those red eyes blinking up at us from beneath.  No, I must say that I don't fancy it at all.

@@Northern Lights
A deep, dark, nasty sort of pit.  The sort of thing it might be better to avoid, quite frankly.  I don't care for the kind of feel it has about it, if you know what I mean.  Let alone those red eyes blinking up at us from beneath.  No, I must say that I don't fancy it at all.

@@Ozone Hole
An old chair, big, heavy and brutal in its lines, like most of Castle Dracula's furniture.  This looks very much like one of the chairs that Jonathan Harker describes in his journal.  In his account, he speaks of having felt a little like a child during his stay in Castle Dracula, dwarfed by the size of the furnishings.  Probably worth a great deal of money as an antique, although it has been scuffed and scarred from at least two centuries of careless use. Despite its obvious age and value, we find it here, thrown at random in one corner of a room. Count Dracula treats his things as badly as his people, it seems. 

@@Sky
Massive, heavy and many feet thick, the ancient walls of Castle Dracula have stood for centuries.  They have repelled assaults from Wallachs, Bulgars, Turks and the forces of time itself.  They are as old and as strong as their master, Dracula.  Looking up at these mighty stone ramparts one wonders how we could ever overcome them, when so many before us have failed.

@@Storm Cloud
The Drawbridge of Castle Dracula is surprisingly solid, for wood that must be centuries old.  This is particularly remarkable in light of how badly so many of the castle's furnishings have deteriorated.  It is comforting to have something this solid underfoot when passing across the unspeakably vile and fetid water of the moat.  Yet the way the drawbridge rests low upon the awful murk gives no comfort. The greasy, nauseating surface is mere inches from one's shoes.

@@Thunderhead
This door has been smashed off its hinges and lies on the floor.  How could such a thing have happened?  The door itself is made of massive timbers, bound with iron.  The hinges are the size of a man's foot, with iron pins as thick as two fingers.  From the workmanship we can see that the door is more than two hundred fifty years old, and should have lasted two hundred fifty more.  Yet some enormous force has torn it cleanly off its fittings, and recently, from the look of it.  The dust and debris on the floor is still disturbed. What has been taking place here?  

@@Typhoon
Here the floor is made of massive flagstones, which, while coated with layers of dust, have held up better than most of the castle.  This appears to be some of the oldest construction, as well as the most solid.  Indeed, the style of masonry is curiously antique, as though these were the remains of a building that actually predates Castle Dracula, but stood upon the same spot.  Certainly this kind of work was antiquated by the reign of the Vlads in the Fifteenth Century.  In places it looks almost pre-Roman.

@@Updraft
Ulp!  Are those... human bones embedded in that wall?  Surely that can't be true--not even Count Dracula would... They really do appear to be bones, don't they?  Well, no doubt it's some trick of the light.  Best not to think about it really. 

@@Whirlwind
This place is choked with cobwebs, some fresh, some old, some positively ancient.  It is just as Mr. Harker's journal described it--but I always assumed he had exaggerated this part of his account. How on earth can Count Dracula live in a place so thick with spiderwebs?  Why does his castle show every sign of having lain undisturbed in its decay for years, when we know he walks these halls every night?  Something unnatural is at work here, I fear.

@@White Cloud
Castle Dracula is filled with all sorts of random flotsam and detritus.  This is hardly unexpected.  The Count seems content to live in filth and decay.  No servants would remain in a place like this for long, the Szgany live dirty lives themselves and even the Brides cannot be bothered to clean up such a mess.  As decades pass, more furniture and masonry falls apart, more dust and cobwebs and bits of things accumulate.  In all likelihood this place has not seen a proper spring cleaning for centuries.  At times one sees the most unexpected (or most disquieting) things scattered amongst the trash.


@GOVERNMENT_DESCRIPTIONS
;
@@GOVERNMENT_INDEX
0,			; Anarchy
1,			; Despotism
5,			; Monarchy
2,			; Commune
4,			; Fanaticism
6,			; Althing
3,			; Greatlaw
-2,			; MUST BE HERE! TERMINATOR!

@@Anarchy
Anarchy represents not so much a government type as the lack of any stable government. Anarchy occurs when your civilization's government falls, or when you decide to have a Revolution. After a few turns of Anarchy, you can rebuild a new government. Anarchy is similar to Despotism, except that the corruption rate is VERY HIGH. However, no taxes are collected during a period of Anarchy, and no scientific research is conducted.

@@Despotism	
In a Despotism, the ruler (usually an evil and swarthy Foreigner) has absolute control over his or her subjects, and this control is often enforced by the military. This system has a tendency to minimize individual freedom, and reduce the efficiency of production efforts. It is also nasty, and not at all British.

* Each unit above the city size costs one Shield per turn.
* Settlers eat one Food per turn.

Up to three military units in each city institute "martial law". Each of these units makes one unhappy citizen content, or at least keeps them from rioting.

Despotism has a high rate of corruption and waste. The farther a city is from your capital, the higher its level of corruption.

* Under a Despotism, Tax/Luxury/Magic rates cannot be set higher than 60%.
* Any terrain square that ordinarily produces three or more of any resource (Food, Shields, or Trade) produces one less.
* Because Despotism is generally found in countries other than Britain, it is an inferior form of government. Try to switch to Victorianism as soon as possible.

@@Commune

Victorianism is the state toward which all civilizations aspire.  It is a clean, rational, orderly way of life in which respect for social class and a reverence for empty rituals conspire with Good Sportsmanship and a distaste for anything weak and ugly to produce a kind of greatness the world has never seen before.  It has allowed Science to discern all the mysteries of nature, the Church of England to answer all the spiritual questions that have plagued mankind for aeons and the House of Commons to establish the most just (or at any rate the most complex and most difficult to understand) body of law in human history.  Clearly Victorianism is the best way of life ever invented, and will last a thousand years, or until the sun burns out, whichever happens first.

* Each unit beyond the third unit costs one shield per turn.
* Settler units require TWO Food per turn.

Up to three military units stationed in each city help maintain order, making TWO unhappy citizens (per unit) content in their lot.

In the Victorian state, clean living and fair play eliminate most forms of crime. Your cities, therefore, experience no corruption.

* All espionage units produced under Victorian governments are Veterans.
* In Victorian England, none of the tax rates (magic, taxes, and luxuries) may be set higher than 80%.

* Victorianism is best for large, far-flung empires that need to maintain a large military.
* Use your powerful spies to steal technology.

@@Greatlaw
The ruler of a Republic is elected by the people. The rulings of this leader are subject to review by the Senate, a group of representatives who serve the best interests of the citizens.  It resembles Victorianism thus far, but has some serious drawbacks as well.  For example, the Republic affords all citizens a higher degree of personal freedom and involvement than any other form of government and is therefore to be distrusted.

* Each unit costs one shield per turn.
* Settler units require TWO Food per turn.

Each unit which is not in a friendly city or a fortress within 3 spaces of a friendly city causes two citizens in its home city to become unhappy.

Under a Republic, cities experience no inaccuracy or waste, which shows that they have somehow missed the whole point.

* There are no limits on the tax rate settings (magic, taxes, and luxuries).
* In a Republic, each terrain square that ordinarily produces at least one unit of trade produces an extra unit.
* The units and cities of a Republican state are immune to bribery.
* Your Senate may force a peaceful solution in a conflict.

* Republics can produce spectacular amounts of revenue and scientific research.  However, because of the severe happiness restrictions on military units, this form of government tends to be viable only for large, advanced civilizations.  It is in any case a little too wild and excessive for any normal person to tolerate.
* Increasing your luxuries rate and building Wonders can help alleviate this problem.

@@Fanaticism
"The nightmare LIFE IN DEATH was she, who thick men's blood with cold!"
   Samuel Taylor Coleridge

This vile state of unlife provides numerous economic and military advantages to any nation unlucky enough to suffer under it.

For example:

* Each unit beyond the eighth unit costs one Shield per turn.

In a state of Life-in-Death, no citizen is ever unhappy! It also has a very low rate of corruption.

* Under the cruel and scabrous paw of Life-in-Death, Tax/Luxury/Magic rates cannot be set higher than 80%.
* In Life-in-Death, all Magic production is HALVED, oddly enough.
* Improvements that normally convert unhappy citizens to content citizens produce "tithes" (money) equivalent to the number of people they would normally convert, and require no maintenance.
* The diplomatic penalties for terrorist acts committed by diplomatic and espionage units is reduced.

* Life in Death eliminates all happiness problems and provides excellent revenue, although research tends to languish and of course all parties involved are damned for eternity.

@@Monarchy
A Monarchy is ruled by a single person, known as a monarch. The monarch's rule is less absolute than that of a despot, and he or she usually has the acceptance of at least the upper-class. Monarchy is an honorable, if foreign, way of life and probably adequate for the nations of the Continent.

* Each unit beyond the third unit costs one Shield per turn.
* Settlers eat one Food per turn.

Up to three military units in each city institute "martial law". Each of these units makes one unhappy citizen content or at least keeps them from running wild in the streets.

Monarchy has a moderate rate of corruption and waste. The farther a city is from your capital, the higher its level of corruption.

* Under a Monarchy, Tax/Luxury/Magic rates cannot be set higher than 70%.

* Monarchy is an excellent form of government for a young civilization. We ourselves evolved from a monarchy over the past eighty years.

@@Althing
A Democracy is a crazed, anarchic state, prey to the worst sort of Socialist and nihilistic tendencies.  

Among the reasons why you would not wish to dabble in this unruly form of governance: 

* Each unit costs one shield per turn.
* Settlers eat two Food per turn.

Each unit beyond the first unit that is not in a friendly city (or in a Fortress within three squares of a friendly city) causes one citizen in its home city to become unhappy.  I mean really, is there no shame?!

Democracies experience a low rate of corruption and waste, which hardly makes up for the intrinsic nastiness of the form. The farther a city is from your capital, the higher its level of corruption.

* In a Democracy, Tax/Luxury/Magic rates cannot be set higher than 80%, for reasons having to do with Inversion and moral laxitude.
* Your senate may force a peaceful solution in a conflict (?!!!)

* Falling prey to the gaudy seductions of Democracy can give an astounding boost to your revenues, although you will probably be forced to shift some Trade to Luxuries in order to prevent unhappiness, so don't do it. Furthermore, it would be wrong.
* Democracy makes it difficult and expensive to keep a sizable army in the field, but building certain Improvements and Wonders can help to alleviate this problem.

@CONCEPT_DESCRIPTIONS

@@Brief Background
We are in the final chapters of Bram Stoker's book "Dracula" The six heroes have been assembled, Count Dracula has been driven out of England, back to Transylvania, and our protagonists, led by the redoubtable (if pompous and inarticulate) Professor Van Helsing, are closing in for the kill.
They have run the Count to Earth in his native soil, but now they must face him on his home ground, in Transylvania itself. And the situation is very dire.
Count Dracula has been visiting Mina Harker, beloved wife of his most dedicated nemesis, Mr. Jonathan Harker.  The fiend has been draining poor Mina's blood while she sleeps, and intends to have her join him in eternity.  Mina hears him in her dreams now, whispering to come join him.
Dracula has killed Lucy Westerna, Mina's friend and the fiancee of Arthur Holmwood (now recently become the Lord of Godalming), and transfigured her into one of the un-dead.  Poor Arthur drove the stake through her heart himself, and has never since been the same.  His old friend and rival, the Western gunslinger Quincy Morris has joined their little band out of loyalty to his old comrade at arms, but he too loved Lucy, and is deeply shaken by her death.  
Dr. Abraham Van Helsing, vampire hunter and occult expert extraordinaire now leads this group, but has begun to doubt himself as his advancing years begin to affect his mind.  He finds to his surprise that the thought of his impending senility frightens him worse than the thought of death or eternal damnation.  At least he has faced and overcome these other things before.  But no one escapes the decay of the body.
Dr. Jack Seward, the brilliant young psychologist has joined them as well, after a terrifying encounter with a patient named Renfield convinced him that vampires exist.  He is a man of science, unused to occult pursuits. His cold, calm and rational exterior has so far concealed the fact that he is utterly terrified, completely out of his depth and at least as close to a mental breakdown as Arthur Holmwood. Nor does anyone suspect that he was desperately in love with Lucy Westerna himself.
For his part, Jonathan Harker is filled with a sense of righteous purpose like he has never felt before.  He spent months as a prisoner in Dracula's Castle and it is the single place on Earth that he fears most. Yet coming back to Transylvania to face his worst nightmare has left him strangely exhilarated, calm and clear.
And there, roughly, is the premise.  In terms of how to play the game, the scenario objectives are simple.  You may play our English heroes (all right, Dr. Van Helsing is Dutch and Quincy Morris is an American-but let's not split hairs), destroy all three of Count Dracula's remaining coffins and then race to Castle Dracula for a final confrontation with the Count himself.  Or, play Dracula and your objectives are even simpler.  Kill these interlopers before they kill you.  Frankly, the scenario was written with the fearless vampire hunters in mind, but there is no reason why you shouldn't be able to have fun playing their opposition as well.
This is a strictly military scenario--you will not have to worry very much about maintaining your cities, founding new settlements or researching new advances. Just staying alive should prove quite challenging enough.

@@Corrosion
The malific influence of the un-dead can mangle and mutate the surrounding countryside, fouling and ruining the land. Rendering it unfit, unclean and tainted with death.  Certain city improvements can help to reduce the effects of Dracula's unwholesome influence, but ultimately when one makes the bargains Dracula has made, it simply isn't good for living things to be around you anymore.  His very touch is subtly corrosive.  His presence makes the things around him die a little.  He may be able to keep the effect under control, but he will always be a danger to everything around him for it is in his nature. It would be foolish of him to think otherwise.

@@City Squares
The resources used by a city are not only generated in the squares surrounding the city: they are also generated by the city square itself. The city square generates all the resources normally produced by the Terrain type on which the city is built. In addition, the Terrain square occupied by the city is improved to the maximum extent possible. The city square automatically contains a road, which is upgraded to a railroad when the requisite advance is discovered. The city square is also automatically irrigated or mined, depending on the type of terrain. Finally, if the city is built on terrain that normally produces no shields, one shield is automatically added to the other resources generated in the city square. These enhancements ensure that the city square produces the maximum amount of resources possible.

@@Combat Damage
It is possible for units to be damaged (and survive) as a result of combat. In each successful attack, a unit inflicts an amount of damage equal to its Firepower rating. The amount of damage a unit can sustain before it is destroyed is determined by multiplying the unit's Hit Point rating by ten.

The approximate amount of damage a unit has sustained can be determined by the length and color of the unit's damage bar (the colored bar near the unit). A green bar indicates that the unit has lost from 0 to 33 percent of its Hit Points, a yellow bar shows that the unit has lost from 34 to 66 percent, and a red bar indicates that it has lost 67 percent or more.

Damage also affects the movement of a unit. The percentage of movement lost is equivalent to the percentage of Hit Points lost. Naval units can never have their movement reduced below two. The movement of air units is not affected by damage.

@@Irrigation
When the early farmers moved down from the hills into the valleys of the world's great rivers, they had to develop the technology of irrigation. The freshwater rivers passed through lands essentially barren due to the lack of rainfall. Through irrigation, water could be removed from the rivers and spread on the nearby land, making it suitable for farming.

Irrigation increases Food production in most types of terrain. Only squares vertically or horizontally adjacent to an ocean, a river, or another irrigated square can be irrigated.

@@Trade
Trade represents more than just the exchange of goods and cash between cities and civilizations. Trade also represents the exchange of knowledge and ideas, and the recreational travel and activities of the citizens of your civilization. The total amount of Trade produced by each city is represented in the Resource Chart of the City Display. Trade is then broken down into three separate components: Taxes, Luxuries, and Magic. The amount of Trade allocated to each of these areas is controlled by selecting the "Change Tax Rate" option on the Kingdom menu.

Trade can be increased through the construction of certain City Improvements and Wonders of the World. It can also be increased through terrain improvements, and through the establishment of trade routes.

@@Disband
When a friendly unit becomes obsolete, costs too much to maintain, or causes unhappiness among your population, you might want to eliminate the unit. To do so, order it to disband by holding down the shift key and pressing "D", or by selecting "Disband" from the Orders menu. Once disbanded, the unit is permanently removed from the game.

When a unit is disbanded inside a friendly city, half of the unit's production cost is added to the production of whatever unit, improvement, or Wonder is currently under production in the city.

Note that some units resist being forced to disband.

@@Luxuries
The provision of Luxuries for your citizens is indicated in the City Display. Each two Luxuries make one content citizen happy or one unhappy citizen content. The amount of Luxuries a city produces is mainly determined by the percentage of Trade you have allocated to Luxuries. This can be adjusted using the "Change Tax Rate" command on the Kingdom menu. A city's Luxuries can also be increased by building certain City Improvements and Wonders of the World, and by converting citizens into Entertainers.

@@Fortress
Fortresses can be used to defend city perimeters and to block key points of access from enemy armies. A properly manned fortress can provide an effective defense by doubling the defensive strength of all units stationed within. Unlike in normal combat, units stacked within a fortress defend and are destroyed one at a time in battle, rather than being destroyed simultaneously. Fortresses themselves do not suffer damage in the attack.

You can have your settlers construct fortresses by pressing the "F" key or choosing the Build Fortress command from the Orders menu. Units within a fortress have their defensive strengths doubled. 

@@Fortify
Roman legions on campaign halted their march early enough each evening to build a completely fortified camp for the night. They had learned the value of defensive fortifications when under attack. Where possible, it is the standard practice of most armies to build defensive works of some type whenever expecting an attack. Fortified defenders have their fighting strength multiplied, making it much harder to defeat them.

Ground units can be ordered to fortify by pressing the "F" key, or by selecting "Fortify" from the Orders menu. The defensive value of fortified units is increased by 50 percent.

@@Jormungand's Mouth
It is said that there may be a long-lost secret entrance to Dracula's castle. Could this be true?  Only the Count would know for certain and his secrets always remain his own.

@@Impassable Terrain
Before the discovery of primitive boats, any deep enough body of water was an insurmountable barrier to travel. Mountain chains, canyons, and other natural obstacles were all at one time considered impassable--until someone figured out a way to get through. Over the course of time, you might encounter terrain that your units cannot enter; this is "impassable" terrain. Air units can travel over impassable terrain without trouble, but most naval and ground units cannot enter these areas at all. The only exceptions are those units with the specific ability to cross impassable terrain.

@@Corruption and Waste
As your civilization grows, you might notice that some of your cities are losing some of their Trade and Shields to corruption and waste. Corruption is Trade income that is lost to theft, embezzlement, and other illegal practices. Waste is Shield production that is lost to inefficiency. The farther a city is from your capital, the more corruption and waste it experiences. The amount of corruption and waste is also affected by the system of government you are using.

Corruption and waste, if left unchecked, can significantly slow the development of your civilization. Both corruption and waste can be reduced by 50 percent by building a King's Court in the city experiencing the problem. The best solution, however, is to switch your system of government to a more advanced form. The more advanced the government, the less corruption and waste you experience. Commune and Greatlaw alleviate this problem altogether.

@@Invisible Until Combat
In nature, many organisms have evolved methods of concealing themselves. This natural camouflage serves both to hide prey from potential predators and to conceal predators from potential prey. Military units throughout history have taken a lesson from nature and used camouflage of various forms to conceal themselves until they choose to engage in battle. In your efforts to build your civilization, you're quite likely to encounter units, both natural and artificial, that have the ability to remain unseen until they engage in combat. For convenience, all of these units are referred to as "Invisible Until Combat".

@@Shields
The production of raw materials by your cities is represented by shield icons. Thus, raw materials are commonly referred to as "Shields". The number of Shields produced by each city is displayed in the City Display. Shields are used to support units. Each unit might, depending on government type and other circumstances, require that its home city expend one Shield per turn to support the unit. Excess Shields not used to support units are used for the production of City Improvements, Wonders of the World, and new units.

Shield production largely depends on the type of terrain surrounding the city. In most circumstances, Shield production of a city can be increased through the construction of certain Improvements and Wonders. The construction of mines also improves Shield production in certain types of terrain.

@@Native Transport
Although there are in a certain sense multiple "worlds" in this scenario (the concept works a little differently here-I hope that you will be pleasantly surprised once you find out how it works!) not a single one of these units has the "Native Transport" ability, for reasons that I think you will understand once you have entered Castle Dracula.  For now, please bear with me.

@@Pillage
The terrain improvements built by other civilizations (irrigation, mines, roads, etc.) can be destroyed by moving a unit into the improved terrain square and ordering the unit to pillage. This reduces the production value of the land, and forces your enemy to re-develop the terrain.

Units can be ordered to pillage by holding down the shift key and pressing "P", or by choosing the "Pillage" command from the Orders menu. The unit must be ordered to pillage once for each of the terrain improvements you want to destroy. A fully developed terrain square (settled lands with a railroad, for example) must be pillaged four times in order to remove all improvements.

@@Gates to Hel
These stairs lead down into the crypts beneath Castle Dracula, that much is clear from the description in Jonathan Harker's journal.  Dracula and his diabolical Brides sleep down there in the gloom.  Our journey is very nearly at an end.  Let us hope that it ends well, whether or not any of us survive.

@@Mining
Early civilizations had little difficulty locating nearly pure deposits of useful metals, such as gold, silver, and copper, lying exposed on the surface. As time passed, the surface deposits were exhausted, and people began digging into the ground to look for more. Mining and excavation for metals and other valuable materials continues today.

Mining increases the Shield production of many types of terrain. Settlers can be ordered to dig mines by pressing the "M" key, or by choosing the "Build Mine" command from the Orders menu.

@@Roads
A network of good quality roads improves travel between cities. Roads are important to every civilization for trade and the movement of troops. As technology grows, improved roads become possible. Modern, paved roads are passable in almost any type of weather, and can be traversed much more quickly than early dirt roads.

To have a settler-type unit build a road, press the "R" key or select the "Build Road" command from the Orders menu. Roads can be built on almost any ground terrain (not at sea). However, they cannot be safely built over a river square until you have acquired the necessary technology to do so. Units moving along roads expend only one third of a movement point per square, regardless of terrain type. Roads also increase the amount of Trade produced by some types of terrain.

@@Magic
The amount of study contributed by a city is indicated by icons shown in the City Display. At the start of each turn, the scholarly output of each city is added to the research project currently in progress, eventually resulting in the discovery of a new Civilization Advance. The more study undertaken by each city, the faster new Advances are discovered. The amount of scholarship produced by your civilization is primarily determined by the amount of incoming Trade you have allocated to funding research and education. This percentage can be adjusted by selecting the "Change Tax Rate" command on the Kingdom menu.

The esoteric output of individual cities and your civilization as a whole can also be increased by building certain City Improvements and Wonders of the World, or by converting citizens into Professors.

@@Sentry
Units ordered to go on sentry duty appear as gray silhouettes. These units are removed from the movement queue, and remain on sentry duty until another unit moves into their sight range or until they are manually reactivated. Units on sentry duty inside a city are automatically loaded onto ships (up to the ship's unit carrying capacity) when the ship leaves the city.

Units are placed on sentry duty by pressing the "S" key, or by choosing the "Sentry" option on the Orders menu. Damaged units placed on sentry inside a city become active when they have been completely repaired.

@@Ley Lines
Once their mystical researchers have discovered how, any civilization can create great rivers of magical force called Ley Lines. Though this stream of magic cannot be tapped for the casting of major spells, it is of great use in other ways. Units moving along a Ley Line expend no movement points; they are carried along by the mystical current. Ley Lines also make minor magicks (the kind practiced by most itinerant craftspeople) easier, thus they increase Shield and Trade production by 50 percent (rounded down).

Settler units can build Ley Lines. Move the unit onto terrain containing a road, then press the "R" key or select the "Build Ley Line" command from the Orders menu.

@@Specialists
The citizen icons displayed in the Population Roster of the City Display represent the city's work force. Each citizen added to the roster is automatically put to work developing one of the terrain squares within the city radius. In certain situations, it might become necessary to remove a citizen from terrain production in order to perform a specific task. Citizens so removed are called specialists. There are three types of specialist, each of which increases one of the three components of Trade produced by a city. Jesters/Troubadours increase Luxuries, Taxmen increase income (taxes), and Magicians increase Magic production.

To create a specialist, click on any producing square in the City Map. The production icons disappear from the square, and a Jester appears in the Population Roster. To create a Taxman, click the Jester icon once. To create a Magician, first create a Taxman, then click the Taxman icon once. Cities must be size five or larger to support Taxmen and Magicians.

@@Tunnel Entrance
These stairs lead to another level of Castle Dracula.  Does the Count await us there?

@@Taxes
The Taxes collected by a city are indicated by gold icons in the City Display. Taxes are used primarily to pay the maintenance cost of City Improvements each turn. Any tax revenues not used for maintenance of Improvements are added to your treasury. The amount of Taxes generated by the city is primarily determined by the amount of incoming Trade you have allocated to Taxes. This can be adjusted by selecting the "Change Tax Rate" option from the Kingdom menu.

Tax revenues can also be increased through the construction of certain City Improvements and Wonders of the World, or by converting citizens into Taxmen.

@@Elevated Platforms
There are evil places in the woods, crooked trees or circles of hunched stones, in which the Undead can secrete themselves and sleep until the next sunset, should the need arise. 

@@Magical Jump
The dead travel fast, it is said...

@@Moving Directly Between Worlds
In this scenario, quite a number of units have the capacity to travel between the worlds, but only at the actual transference points.  None of them can simply walk between the worlds at will (for reasons that will become appearant once the players learn more about the nature of those worlds). 

@@Trade Routes
Trade routes are established by moving a trade unit into a city at least ten squares from the unit's home city. You receive an immediate payment on the turn that the route is established. On each ensuing turn, the two cities each receive a trade bonus for as long as the trade route exists. The farther apart the two cities are, the more valuable the trade route. Trade routes established with cities of a rival civilization tend to be more profitable than those established between friendly cities. Each city may have up to three active trade routes at any time.

The value of a trade route is also affected by the type of goods traded. When trading a commodity that is demanded by the destination city, the trade route is much more profitable.

@@Transforming Terrain
In addition to the changes to Terrain that can be made through cultivation and refineries, advanced settler-type units are able to transform map squares into radically different Terrain types using the "Transform" command on the Orders menu. Terrain transformation is particularly useful if the Terrain surrounding a city doesn't produce sufficient resources.

See the Civilopedia entries for each Terrain type for the results of transformation.

@@Unit Prefix
Many units have a single letter prefix before their name. The letter indicates the initial of the only race that may build it. For example, 
B Old Man signifies that only the Buteos may build the Old Man unit. Units that may be built by more than one race or by no race are not given a prefix.

@@Unhappiness Due to Cities
Once you have built a certain number of cities, your citizens start to worry about your ability to effectively govern your civilization. When this occurs, additional unhappy citizens appear in each city.

The number of cities you can build before causing additional unhappiness is based on a number of factors, including game difficulty level and government type. The number of cities is higher for more advanced governments and lower levels of difficulty.

@@Veteran Units
During the American Civil War, soldiers who had never been in battle were said to have "seen the elephant" after being under fire for the first time. Afterward, they were considered veterans. History shows that well-trained, veteran soldiers are much more likely to survive a battle than inexperienced troops.

Units have a 50 percent chance of becoming Veterans each time they survive a combat encounter. Cities with certain Improvements automatically produce Veteran units of specific types, as do all cities under the influence of the Round Table Wonder. The attack and defense factors of Veteran units is increased by 50 percent.


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